Quote from: RootBound on Mon 05/05/2025 16:27:59-Export each layer as a .pcx (alternative is .bmp, those are the only two AGS export formats)
-Choose a specific layer to export as a walkable area mask (tiles will not be walkable, everything else will--this is required by my platformer game template I'm making)
-Convert .pcx files to .png using outside program (AGS cannot import .pcx). I don't like this step, but the alternative is exporting as .bmp, which is space-inefficient.
-Import each tile layer as an object in the room
-Import walkable area mask (which should match the "normal" ground tile layer).
I did not realize that the purpose of this is to export room images with intent to reimport them back.
Usually, with the level editor, one would expect it to save a level as a data (either in binary, or a textual format) that may be loaded in game and have level imagery recreated at runtime from the same tiles. This way:
* the workflow will speed up significantly;
* you may also have unlimited number of levels in the same room;
* you may edit the level and test run it right away from the same game.
On another hand, if you prefer to have levels as series of images that may be imported in the AGS room editor, then there are existing tools that let create such "levels". For example, there's a Tiled level editor, which, I assume, may be used for that purpose.
EDIT: Of course, none of the above excuses AGS from not supporting loading and saving PNGs at runtime, that is something that should have been added years ago, but still is not. Also, Editor could let import PCX files, since AGS engine saves these.