Asterix Gaming Guild Logo GeneralXXLXXL 2XXL 3XXXLOlympic GamesXXL EditorToolsOff-TopicXXL RomasteredXXL 2 RemasteredOther GamesModsCaesar's ChallengeUnfair XXLPatchesFan ArtPersonal ArtSpeedrunningMediaRandomizerBETA RomeHSKALPresence AdrienPresence SPQRPresence Mr. RubinshteinSupport Bot Helpdesk

#editor

mr.rubinshtein
that all you need to do is read it and edit it thats it
mr.rubinshtein
just push that damn programming slang at the back and speak about it in manual
mr.rubinshtein
if some want to get more technical
mr.rubinshtein
till this day i refuse to do a tutorial just because of the UI complication its dense and extremely technical once it gets to some simplified version i will do my best to write guides for it
mr.rubinshtein
its just for now its very technical and it makes no sense for people with less technical skills
mr.rubinshtein
as i said i will help you with simplifying the UI because i am keen as well to be able to understand editor freely without much headache
adrientd
I'm using the same terminology that have been used by ELB, hence I will take "squad" and not "formation". It might not be immediately obvious what "squad" means, but in that case we just define that word in some documentation/tutorial/guide (that the user will have to read first and learn), or might also put some definition in a tooltip when accessing the Squad window.
adrientd
And yeah, I plan to do more documentation, I know that the only guide about character import is not enough.
adrientd
I might do another one for custom levels, like just I've did today, just need to find a good environment (e.g. which 3D modeling software to use etc.).
adrientd
And note that documentation is also a lot of effort to do and time consuming, and if I have to write code AND documentate it to non-technical people it's too much for me
mr.rubinshtein
i understand what you mean but the terminology of ELB is known only to you pretty much terminology is extremely narrow specific and not something common like unity or unreal or any other editor terminology
mr.rubinshtein
as i said i will happily invest my time and help you out with it if its too much for you
adrientd
Yeah but at same time Kal works differently than Unity/Unreal, hence why you have other words
adrientd
In Unity you have GameObjects and you can assign Components to them
adrientd
In Unreal it's called Actor instead (if I'm not wrong)
adrientd
In Kal, you have scene nodes, where you can attach hooks
adrientd
in Kal you also have the squads, beacons, PF nodes, markers, grounds, that don't necessarily have anything corresponding in Unity/Unreal (maybe just emulated with a GameObject/Actor)
mr.rubinshtein
examples with unity and unreal were more of a showcase how they simplify language in a way that a dumb user like me understand it they could have instead of calling a actor name it MainEventGenerator_CW
mr.rubinshtein
or some stuff like that which would be way to backend for a user
mr.rubinshtein
you would never get what it means as a user