Initial Commit of the editor toy is pushed to my github,
https://github.com/marauder2k7/Torque2D/tree/EditorToy
The editor toy is heavily reliant on sandbox for the moment for gui elements and inputcallbacks.
Everything for the imageasset creation is in the main.cs file, everything i do for the editor will be in one file for the time being until i get everything working for imageasset i will keep it this way then when each feature is sorted out the imageasset scripts will be moved to their own file. This upload atm does not have any functionality in the other buttons only import image works.
For the moment images and their respective taml file get added directly into the assets/images folder. This output path will be changed when the user creates a new module and then the output path will be used instead
the file output paths then will be /output/{MODULENAME}/1/assets/{ASSETTYPE}
I have decided that adding other functions is possible sure but may be stupid without level editor being in place first because the size of the sprites decides the physics bodies sizes and such and these need to be on a per object instance basis usually.
So if you were to create sprites outside of a level say a sprite with size 2 2 and you create a boxbody of the same size and save this out when you import it into a level and resize the sprite to 5 5 then boxbody will still be 2 2 and would be too small. Creating sprites on the fly will be a lot easier. So far i have got a basic level editor in place where you can load in a sprite for image assets you have imported already and move them around to different positions, each sprite that gets selected will load up a gui menu much like the image importer menu where you get to select the sprite size, sprite frame whether it is flipped etc very basic functionality atm but while you can load sprites in and place them and all i have to figure out the saving function this is why i am not releasing this yet because itd be pretty stupid if people make and design a level that they cant save. Simple physics options can be added for box and circle shapes.
Eventually what i am planning to add is a section for adding physics bodies to the sprite, box and circle collision shapes are fairly straight forward and functionality for custom polygon shapes is possible and this is what i am testing out atm.