The level editor is pretty smooth, I have to say.
Glad to hear it
There's a fair bit left to add, but the general feel should remain the same.
One minor quibble I have is that the control pane blocks off part of the grid on my display (this on my macbook, it may be less of an issue on my winbox at home). Generally, at least being able to move that around would be nice.
Hmm, it won't move as is? ... Yea, just fired it up, and I'm able to drag the "Level Editor" palette window by left-click-and-drag on the actual "Level Editor" header text (or to the left or right of it). I think the mechanic could be made more apparent, but does that work for you?
Also, I might like the ability to swap blocks that I've already placed on the board, rather than replacing them individually.
You mean clicking on block1 on the grid and then clicking on block2 on the grid and having it switch the positions of block1 and block2? ... Oh, later on it sounds like you basically mean click-and-drag for blocks, like with sprites in the Theme Editor. Sounds doable, just want to make sure I understand.
An "undo" function might also be nice.
Personally I'd find it pretty necessary for serious editing, though folks have different habits using this sort of thing. Haven't done undo yet since the feature set is in flux, we were on a tight timeframe, and it will mean quite a bit of overhaul to basically turn every action into an entity.
If you want to get really slick, you could put in little icons next to the board itself that allow you to add or subtract rows and columns on the fly, but I would regard that as a luxury rather than a necessity.
Hmm, I don't think that would be difficult to do, though I'm thinking it may confuse folks with all those extra buttons... perhaps an alternate mode triggered by the Other button and/or a special keypress (one for add row/col, one for subtract row/col). I'm not sure we'll have enough editor-polish time for something like this, depends on what other cool ideas we have to implement, but I'll keep it in mind
Being able to "rewind" your tests or have them play at a slower speed would also be very cool for designing more intricate puzzles, though again this is something that would be more of a luxury.
Rewinding the simulation is pretty much out, iirc; it's not impossible but it's several metric tons of work. Basically I'd suggest video capturing and going off that for a frame-by-frame analysis. But sim-slowdown is already in, I believe, though perhaps not exposed via a keybind to the end-user.
Thanks for the feedback
Keith