I've added a body of usability improvements to the editor, such as letting the player know what they are currently doing to the map:
It also displays the current texture.
This is a relatively minor improvement, but it was something that was really bothering me about the editor. Now it's a bit fixed, so I should be able to more easily bang out some test levels when the time comes.
I also made entities serializable; the game can load and save lists of entities and their states and effectively initialize a level now (short of actors).
As a special bonus for being such good people for waiting for me, here is an extra screenshot:
Basically what you're seeing there is my text output, text input and "stack panel" control container at work, all of which didn't exist this morning.
So, not only do I have more controls now, but I also have a pretty keen console system up and running with resolution indepedent "smart" resizing. Awesome.
So just a short update since I'm still stuck in a (very extended) midterm season: I implemented a huge load of entity subsystem underneath the base game and also added a checkpoint entity, which works like the checkpoints in Glow.
Soon will come HUD notification of entity hits (requires textbox control) and also entity persistence (requires a bunch of serialization glue behind the scenes to make it clean). I'd also like to get into AI support when I get a chance, and at least get NPCs walking around the levels to be killed viciously.