ZarroTsu said:
Cave edit easily corrupts the game, to my knowledge. Even if the game DID run, a bunch of function errors would occur with the sprites, such as falling through the floors, or Balrog bouncing up and down.
Long story short, DON'T USE CAVE EDIT. It will break your game.
It won't break your game, only if you try to edit the .exe with sue's editor after editing it with cave editor (which I sometimes accidentally do, so i always make a backup of the .exe every now and then.) No function errors or sprite errors for me, maybe you just need to get used to it more o.o?
jcys810 said:
GIR uses CaveEdit for his mod actually, and it seems to be fine.
And there's the proof.
While I'm at it, I might as well post some of the disadvantages of CaveEditor I have found which have forced me to use creative means with Sue's Workshop so I didn't have to abandon a project:
-script editor freezes/crashes when you try to put in an event thats greater than 999 in a map script(which sucks if you want to edit drowning at core event)
-script editor crashes when you try to save a map script with close to 20480 characters
-cave editor crashes when you assign a npc type value greater than 360 to an npc on a map(note: 360 is the last npc value on the npc table), which sucks if you type it in accidentally and have forgotten to save the map.
-pbm editor pretty much sucks, can't draw anything really. I recommend using mspaint.
-if you edit the npc table, all of the values for which sprite sheet it draws its sprites from are off by one (for example, if you want it to be taken from Map Npc Set 1, you'll actually have to set it to Map Npc Set 2, and for Map Npc Set 2, you'll have to set it to NpcRegu)
-will not let you edit a .pbm that is not 16 colours, and will crash if you attempt to do so.
And seeing as I use CaveEditor, I'd might as well go ahead and list some of the reasons I choose to use it:
-can edit the pallette (colors used) in a 16-bit pbm, meaning i don't have to save it as a bigger file and use different colors if need be
-edits the npc table
-script editor checks for errors in script, and is somewhat easier to read
-can COPY maps completely
-gives you all the values possible when editing a tileset's tiles (like making some solid, and others water, and etc), but im not sure what they all do
And that's all the time i have right now, cuz otherwise ima miss my bus.