Quote from: WillLem on April 03, 2026, 11:07:24 PMThe "select pieces below" hotkey (Alt + LMB by default) does work some of the time, but becomes difficult or impossible to use properly when there are multiple overlaying pieces.I must admit I may have mixed ALT with CTRL, so I may have not fully utilized this properly but as you mentioned, when multiple pieces collide on top of each other this option unfortunately is not enough to solve it.
Quote from: WillLem on April 03, 2026, 11:07:24 PMGood shout. I'll add Show/Hide Steel in the next update for sure.Such a relief to hear this is possible. Thank you.
Quote from: WillLem on April 03, 2026, 11:07:24 PM...not trivial to implement by any means, and still doesn't always guarantee selectability...As you point out, it is of small importance and doesn't solve every selection problem. But an outline of the exact piece could be a great helper.
Quote from: WillLem on April 03, 2026, 11:07:24 PM'Grab lowest' and 'grab highest' could also be done."Grab lowest" toggle would certainly be useful I think.
Quote from: WillLem on April 03, 2026, 11:07:24 PM...It just about works for image editing...An "asset list" was exactly what I was trying to describe. Yes I was thinking of image editor UI's but I haven't even thought about changing the rendering frame work etc.
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...Conversely, the "asset list" you've hinted at is an interesting idea that could work perfectly alongside what's already there. We could have a pop-up list (which can be closed or opened at any time) which simply lists every piece active in the level, in index order and with details such as location, render layer, whether it's an eraser piece, etc. Clicking a piece on the list could then select it in the level arranger (and vice versa). This could work, for sure, and would be much simpler to implement and maintain than a layers system. "Move Up", "Move Down" and "Delete" buttons could also be added for convenience.
Quote from: WillLem on April 03, 2026, 11:07:24 PMNot so. Missing pieces can be deleted by simply opening a level that contains missing pieces; the Editor will identify them, and they can then be deleted by choosing "Delete Missing Pieces" from the status bar menu. If you're not seeing the status bar message when you open a level with missing pieces, then this could be a bug.
Quote from: WillLem on April 03, 2026, 11:07:24 PMAbsolutely, and it's something that I too struggle with now and again. You've given me a nudge to finally do something about it!I am so glad that we are on the same page. Sometimes it takes a second person to point out the issues we delay in things.
Quote from: WillLem on April 04, 2026, 01:44:58 PMI managed save 3 on Betcha can't save just one!, save 4 seems impossible. Do we want to edit levels to make 100% possible? I'm 50/50 on whether we should tbh.
The lists I posted are just there to document my favourites, really. Of course I'd like to see them included, but I'm equally happy to leave level selection entirely up to Proxima; I'll ultimately back whatever he decides upon, even if it means some of my picks don't make the cut. I also strongly support Mobius' picks as well.
Good work so far, everyone, keep it up!


Quote from: mobius on April 04, 2026, 01:53:01 AMLem dunk -- I'm *pretty* sure saving 100% is possible, might be pretty tough though, its been a long time since I've played this level.
QuoteBetcha can't save just one! - as is; saving 100%, I wanna say somebody did it at some point but with a lot of trickery, maybe even glitchery. Saving 3 is at least doable considering there is the level (not included here) "Betcha can't lose just one!" which is essentially a repeat with the same skills.
Unless he's simply stating the level as one of his favorites on his list.Quote from: WillLem on April 04, 2026, 12:19:52 AMThe only thing I'd suggest is that perhaps rather than a fixed number limit, it may be best to set a deadline after which "no more fixes" is put in place (similar to namida's approach with NL). That might be more appropriate for this particular project, and means that you can revise levels as many times as you see fit up until that date.
QuoteAgreed, with the exception of Proxima drafting the first pack. It's a good way to get the ball rolling, and is unlikely to be impacted too much by the votes anyway.
Just don't want it to be a case of work gets done only for it to be all for naught because there were more "no's" than "yeses" when the poll closes
Again, I highly doubt the yeses will get overturned, but you never know. Though of course we could always override the poll decision and still go ahead with the project even in the case of the no's having more votes. Then in this case, when the level selection gets done wouldn't matter anymore, whether before or after the poll closes 
Link with more info in my signature
QuoteWhatever kaywhyn decides as regards to backroute-fix limits, it seems to be clear to all of us that there should be a limit, and that limit shouldn't be surpassed, at least not by any of us.
One of the main purposes of this project is to have a set-and-forget couple of packs which don't need endless maintenance, and then a new pack to which we can add levels going forward.
I will very likely post and ask if what I spot is necessary to fix before doing so
Quote from: Proxima on April 02, 2026, 04:36:56 PMv2 has 210 levels (7 x 30), not 270 as I said in my earlier post. I've fixed the post now with all the calculations that follow from this. The total number of available levels (v2 and v4 combined) is still 341.
Thank you for your complete honesty