I have a couple of questions and/or suggestions.
.-I was wondering if in future versions there could be a sort of object color coding in the scene editor.
I mean, If you have lots of objects it can become a bit slow to find or track the ones you want to work with, it's a bit easier with the image icon on objects that have images but I was thinking about adding color code to them as well so we could for example color code the interactive objects in blue, teleporting portals in red, items in green, placeholders in purple, etc. , you would do so by right clicking on the object's name and under copy, paste, duplicate, etc. there could be a few color choices, or in the object's properties tab. I figure this could be possible since there is color coding in the action parts.
.-I was also checking the "set character movement for walk animations" feature and it's quite confusing, I understood that it works by changing or setting the movement speed between frames but that's kind of unintuitive to set up, so what about an offset we could visually set by moving the tiny white boxes instead? something like we do with the frame displacements.
.-I also noted a test Json character I had in a scene I added in the beta version and it disappeared or stopped working, I tried exporting it again but I couldn't get it to work this time, I'm guessing the feature was disabled?.
1. interesting idea. Currently I just use prefixes on scene objects so I know what's what. obj_ is an interactive object, img_ is just a non-interactive image, anim_ is same as img_ but a non-interactive animation, poi_ is point of interest (can be examined), pos_ position of a character, exit_ I guess you can guess what that is for.
2. I believe you can drag the white squares. By the way, if you specify the speed in the properties tab, then go back to the character preview tab thing, you can click on the big red X button while footstep movement is enabled to automatically offset all movement to the speed value you specified.
Personally I would really prefer if movement, because it's hard to understand was changed to absolute pixels instead. Say at 100% scale the character moves x pixels between frame 1 & 2, etc.