EDIT:
Yeah, I'm definitely going to like this thing once it's operational. Very user-friendly, and with the right additions could make actual technical knowledge an extravagance when it comes to fangame-making. (Granted that'd result in a lot more LittleBigPlanet Syndrome, I.e. more crappy fangames, but...)
I whipped up a little level chunk of what I imaging the start of my own fangame would look like:
http://i916.photobucket.com/albums/ad9/Sol...lCoastTest1.pnghttp://i916.photobucket.com/albums/ad9/Sol...lCoastTest2.pnghttp://i916.photobucket.com/albums/ad9/Sol...lCoastTest3.pngUnfortunately screencaps are the best I can do; this demo lacks a save feature. =P
One thing I noticed is that it's impossible to place objects beneath the contents of a tile without the object being totally invisible: the empty spaces within a tile count as part of the tile itself, and thus everything "beneath" the empty space is invisible. So I can't hide monitors in palm trees, nor place a tile on top of another tile to make more complex level designs by combining level chunks. Ideally, the empty space (through which the grid and background are visible) should also allow one to see the tiles and objects beneath that tile as well.
Also it's kind of annoying how every new tile you select appears at the very top corner of the level, requiring you to drag it to wherever you want it to be. Quite tiresome during ring-placement especially. Also, it'd be cool if you could select and move multiple tiles at once.
EDIT 2: Also, I notice there's currently no tab for enemy placement...?
This post has been edited by Solaris Paradox: 21 April 2010 - 04:08 PM