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AppGameKit/AppGameKit Studio Showcase / [WIP] AGK-MapMaker // AGK v108.24

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CodeTrasher
11
Years of Service
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Joined: 18th Jul 2012
Location: Tampere, Finland
Posted: 12th Mar 2015 14:03 Edited at: 12th Mar 2015 14:12
Hello all,

I've been using AppGameKit v1 more or less for a couple of years now. I have mainly done my projects to get familiar with AppGameKit but I haven't released any real application yet. I hope this will change now.

Being inspired by an AI programming challenge we had at work between a few teams of colleagues I decided to write some sort player-against-bots kind of a game but I was going to need a proper map for it. I didn't want to use any third-party software for it so I decided to write my own.

At first I planned to implement a randomly generated top-down map for the game but I wanted to try what kind of an editor I could make with AGK. So, I took a bull by the horns, made a few design guidelines on a paper and started coding.

My project is still under heavy yet unscheduled development (I have a family and a fulltime job go take care of, too) but I'm dedicated on this one whenever I got the spare time to spend on it.

A couple of existing features which the map editor currently have:
* autoload images for the asset sprites
* using mouse wheel to browse through loaded assets
* enable/disable debug info by pressing 'D' key
* placing and deleting an asset on tve screen by using left and right mouse button respectively

Features still under TODO list:
* saving map data into a file
* loading map data from a file
* placing overlapping assets on the screen (grass tile under a tree sprite)
* placing obstacle assets and defining them as static or dynamic.
*...

Here are a couple of videos showing my progress so far:

First video:


Second video:


Mah machine: Intel Xeon E3-1231v3 4x3.40GHz | CM Hyper 212 Evo | ASRock H97 Pro4 | 240GB SanDisk SSD | Sapphire Radeon R9 270X Dual-X 2048MB | Seagate HDD 1000GB |
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baxslash
Valued Member
Bronze Codemaster
17
Years of Service
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Joined: 26th Dec 2006
Location: Duffield
Posted: 14th Mar 2015 10:18
Looks like a great start! Keep it up

Using AppGameKit V2 Tier 1
CodeTrasher
11
Years of Service
User Offline
Joined: 18th Jul 2012
Location: Tampere, Finland
Posted: 15th Mar 2015 06:06
Thanks, baxslash! I sure will try, at least for the sake of learning

Mah machine: Intel Xeon E3-1231v3 4x3.40GHz | CM Hyper 212 Evo | ASRock H97 Pro4 | 240GB SanDisk SSD | Sapphire Radeon R9 270X Dual-X 2048MB | Seagate HDD 1000GB |
8GB Crucial Ballistix Sport DDR3-1600
DavidAGK
AGK Developer
10
Years of Service
User Offline
Joined: 1st Jan 2014
Location:
Posted: 15th Mar 2015 13:37
Take a look at my map editor: http://forum.thegamecreators.com/?m=forum_view&t=212269&b=48&msg=2535827#m2535827 it might give you some ideas?

Using Tier 1 AppGameKit V2
Started coding with AMOS (Thanks Francois Lionet)
CodeTrasher
11
Years of Service
User Offline
Joined: 18th Jul 2012
Location: Tampere, Finland
Posted: 15th Mar 2015 16:58
Hi DavidAGK, thanks for your reply!

I actually saw your map editor video a few weeks ago and I was truly impressed by your work. How much work have you put on to your editor if you were able to implement fully functional scroll lists etc. I mean, wow! It would take so much from me to achieve something like that with only AppGameKit since I'm not fully inside it, even by now although I have used it quite a lot. But yeah, I might lend a few ideas from your editor if I have to Nice piece of work you have there!

Mah machine: Intel Xeon E3-1231v3 4x3.40GHz | CM Hyper 212 Evo | ASRock H97 Pro4 | 240GB SanDisk SSD | Sapphire Radeon R9 270X Dual-X 2048MB | Seagate HDD 1000GB |
8GB Crucial Ballistix Sport DDR3-1600
DavidAGK
AGK Developer
10
Years of Service
User Offline
Joined: 1st Jan 2014
Location:
Posted: 18th Mar 2015 19:04
Cheers. It has its limitations but will let me do what I need. When building yours, allow for lots of flexibility!

Using Tier 1 AppGameKit V2
Started coding with AMOS (Thanks Francois Lionet)

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