![is there a grid on reggie level editor is there a grid on reggie level editor](https://i.redd.it/plyfnsm9reb51.jpg)
(System.Object obj, System.Object parameters) (at :0) (System.Object obj, invokeAttr, binder, System.Object parameters, culture) (at :0) ( binder, System.Object args, pinfo, culture, invokeAttr) (at :0) Yeah, its finally here Sorry for the delays, but now we have a completely finished and polished editor Reggie is an easy-to-use and full-featured piece. TargetParameterCountException: Number of parameters specified does not match the expected number. I'm not sure how difficult this would be just some things that I think would really make this a great utility. Sure, these things take time and it might take a while for you to fully understand how these things work, but I will be here to explain you what basic things you can do with the level editor. I might create a list of just colliders, then one for say lighting items, etc. There's a fully functional level editor, there's ways to create your own custom music and there are ways to create your own graphics. Taking that a step further, if you could allow us to save multiple lists, that would be even more useful. In the Open with dialog box, click Reggie Level Editor Reggie Level Editor program Or click Browse to locate the. Associate ARC.LH Default Program on Windows. If I could turn everything off and then just turn on my list of colliders that would be extremely helpful. Associate default Reggie Level Editor Reggie Level Editor program for. I might go in and turn off box, sphere, and capsule and then it would be useful to press a button and restore all of the ones in my list. In my case, I'm usually only interested in seeing colliders so I would save a list of box, sphere, capsule, & mesh colliders to be on. It would be useful to be able to save a custom list and turn that list on at will. That list changes though every time you click to disable. It already does this since it seems to save the exact set you have enabled when you click to disable everything. Following options is configurable to disable: Grid, Selection Outline, Selection Wire, Gizmo, Gizmo Icon, Transform Gizmo You can also save current gizmo and icon settings to presets, and use it with hotkey. Setting tile in grid isnt that hard, grid would represent world coordinates, and you would just convert from screen to world and get right coordinates (x and y in this case) and round them so they are perfect integers, thats where the correct tile is in the world. That may be useful for some people but what I was hoping for was a way to set a custom set of specific items within a group. Give you very fast to preview your level without gizmo overlay, then turn gizmo overlay on again to design your level. Now add serialization system for your grid, and now you have 2D level editor. And in order to do that you need to the door sign in the pallet, you will find nothing is there but to create a starting point right click where you want Mario to start in the level. If I understand you correctly, it looks like you have it set so you can choose groups of items to disable. 9) Whenever you make a level you need to put a starting point so Mario can enter the stage. Thanks for the prompt reply and the settings.