Reply to Re: dPlay, nice!
If you don't have an account, just leave the password field blank.
Yeah... it isn't ready for use in a real D-Mod yet (hence the beta). See, the save game stores all of the editor_type, editor_frame, and editor_seq stuff... so lets say on Screen 425 in Map 1, you burn down a tree. Load up Map 2, and whatever sprite had the same number as the tree in Map 1, it will appear as a burnt tree.
There will be a way around this, though I'm not sure how good it will be. At the very least, you will be able to clear the editor variables, so this doesn't happen. But this has the side effect of everything 'resetting' when you change the map back.
Another way would be to store the editor variables in a seperate save game file of some sort (or perhaps appended to the current save game)... but I really need to look into it a bit more, before seeing if that is even possible.
There will be a way around this, though I'm not sure how good it will be. At the very least, you will be able to clear the editor variables, so this doesn't happen. But this has the side effect of everything 'resetting' when you change the map back.
Another way would be to store the editor variables in a seperate save game file of some sort (or perhaps appended to the current save game)... but I really need to look into it a bit more, before seeing if that is even possible.