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Work in Progress / Simple Game Toolkit

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Silvester
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Posted: 14th Aug 2006 10:51
cool pic!

Quote: "I don't know for sure, I'm quite bussy with other things next week. And I hope Josh over at CT can get his file uploader working because he's leaving in a week and he'll be gone for 2 weeks.

If nothing else I could upload it in this thread if I'm done before he comes back. The only thing that's gonna take some time is the marquee tool so I'm hoping before the end of this month."


OK

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Digital Awakening
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Posted: 15th Aug 2006 19:37 Edited at: 15th Aug 2006 20:47
P.0.1 will be available later today

Because I coded so much the last two days and because I probably won't code anything until this weekend I decided to split up P.0.1. Here are the list of updates:

Mapper:
- Tool display
- Player start and map end using Info tool
- Exit to Main Menu (ESC)
- Brush size bug fixed
- Instructions updated
- Underlined layer and tool keys
- Hide current layer (CTRL+H)
- Hide all layers (CTRL+A+H)

Player:
- Level progression
- Follow camera
- Edge-stop camera
- Fixed camera

And here's a shot to go with that:


Note that the map is centered on screen. This is because I'm using the fixed camera.

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Silvester
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Posted: 15th Aug 2006 20:20
Sounds and looks grear Dead Glory,cant wait!

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Digital Awakening
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Posted: 15th Aug 2006 20:37 Edited at: 15th Aug 2006 20:42
Thanks

Oh, and here's the latest shot from mapper, I posted it in my blog yesterday but I'll post it here as well:



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Silvester
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Posted: 15th Aug 2006 20:40
Quote: "Oh, and here's the latest shot from mapper, I posted it in my blog yesterday but I'll post it here as well:"
\

Ive seen that image

MUHAHAHA!

im watching the progress of this in 2 forums!

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Digital Awakening
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Posted: 15th Aug 2006 20:41 Edited at: 15th Aug 2006 20:49
Let's try this again...

AL:
But you could do that in 3

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Silvester
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Posted: 15th Aug 2006 20:51
i know,i will be soon!

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Digital Awakening
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Posted: 15th Aug 2006 23:15 Edited at: 15th Aug 2006 23:31
P.0.1 is now available for download!

Click Here

26 people downloaded P.0.0

Silvester
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Posted: 15th Aug 2006 23:46
downloaded

ill try it tommorow,now its time for bed.

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Digital Awakening
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Posted: 19th Aug 2006 20:20
Finally the Marquee is shaping up, first time I mentioned this in my blog was a really long time ago but I've been doing other things instead. I can now cut, copy and paste on all layers exept walls using CTRL+X, CRTL+C and CTRL+V and it's also possible to hold down A to get all layers. You can also use DEL to simply delete the tiles.

I've also started on the HTML help files but I've yet to decide on a final design. For now I'm just gonna use what's in the readme but since I'm using HTML you get a menu on the side, and it looks better

And I've also centered the tool display propperly in Mapper and the EdgeStopCamera command have recived a height parameter. By setting the hight the same as the height of your walls the camera won't stop until your walls are fully visible on screen.

I'm also thinking about adding a tile picker function to the brush. That is: by holding down ALT and clicking on a tile you can then draw with that tile.

P.0.2 should be available any day now!



Looking for an animator!
During September I will be adding more player actions so I'm looking for an animated player character to use in my testing and to include with future releases of SGT. If nobody can help me out I'll do a 3D model myself and render all the images I need but it would save me a bunch of time if I don't have to do it myself.

Instructions:
You can either draw a character in 2D or render a 3D model.
All animations must be provided in 8 directions.
As it's mostly for testing quality doesn't really matter.
The character should be 14px wide and 20-25px high when standing still.
Make the frames larger to allow for sword swings etc.
All frames must have the same sizes and the with must be even.

Standing: 1 frame, no sword or gun drawn and no need to make them visible.
Runing: 4 to 8 frames, do as many as you want.
Sword swing: 1 or more frames, preferably with a "sword trail" and make it a wide swing.
Pistol fire: 2 frames, one before fire and one after the recoil.
Jumping: 1 frame, one frame when the player is in the air.

Let me know if you wish to help me out. If there are multiple aplicans I'll choose the one who can do the best animations in the shortest amount of time. Animations should preferably be done bey the end of September.

Silvester
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Posted: 19th Aug 2006 21:50
cant help you with that...

i cant model characters.

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Digital Awakening
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Posted: 20th Aug 2006 02:55 Edited at: 20th Aug 2006 03:08
The marquee selection tool now works like a dream It does everything it is suposed to do and all the controlls for it are perfect. The paste function also works no mater what tool you're using or what layer you're in. I just have to make it support walls, since they are a bit special I've saved them to last. And the tile picker works, with walls too. Seems like I've taken care of all bugs too. Editing maps just became really easy!

So the walls and the HTML help files are what remains until I release P.0.2. Looks like it's gonna be tomorrow unless I hit some annoying bug

Edit:
I could change my forum name, nice I've stoped using Dead Glory as a forum name.

Digital Awakening
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Posted: 20th Aug 2006 06:05 Edited at: 20th Aug 2006 15:30
Preview of the HTML manual. I only have to write a nice quickstart. P.0.2 is comming tomorrow. It's 5AM here and I'm going for the bed



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Digital Awakening
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Posted: 20th Aug 2006 15:33
I've updated the shot, thought it would be nicer with the IE stuff visible

The manual is now 100% done!

Digital Awakening
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Posted: 20th Aug 2006 21:36 Edited at: 20th Aug 2006 21:42
Aug 20 - P.0.2 is released

This turned out to be quite a Mapper intense update

New in P.0.2
- HTML help
- Quick start

Mapper:
- Center Tool display
- Marquee tool
- Cut, copy, paste, delete and fill
- Tilepicker using ALT
- Improved wall drawing speed
- Grid bug fixed

Player:
- Edge-stop camera height parameter

This is a little shot I like to call "Fun with the Marquee tool".



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David T
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Posted: 20th Aug 2006 21:54
Nice to see you back developing DG

Digital Awakening
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Posted: 20th Aug 2006 22:06
Thanks

I don't recognice your name, did you use to go under a different one?

Silvester
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Posted: 21st Aug 2006 15:47
i think hes on your forum,or on Coders Turf?

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Digital Awakening
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Posted: 21st Aug 2006 15:58
Not under that name and as he says "again" I've probably seen him since before the start on Coders Turf. Most likely last time I used to post here (Nov/Dec) or earlier. I've been using DB since DBC 1.09, summer 2001 I think There was nothing called The Game Creators back then,

Silvester
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Posted: 21st Aug 2006 16:08
OK,

i cant get P0.2 ATM,im working on a Collection of tools for FPSC.

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Kentaree
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Posted: 21st Aug 2006 16:22
@DA: David89 you'll probably know him as, from RGT

Digital Awakening
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Posted: 21st Aug 2006 17:16
AL:
You really are spreading yourself thin aren't you?

Kentaree:
That looks more familiar. Not that I recall we ever talked directly but then I don't have the best of memories

Silvester
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Posted: 21st Aug 2006 17:37
Quote: "You really are spreading yourself thin aren't you?"


...i do alot indeed.VERY much...ill see where everything goes.

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Digital Awakening
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Posted: 24th Aug 2006 01:48 Edited at: 24th Aug 2006 01:48
Thanks to David Gervais for sharing his art

I've wanted some commands to change the view port for some time and now I've implemented 2 such commands.

Using the ViewOffset command you can offset the map within the view and you can do things like this:



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Digital Awakening
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Posted: 24th Aug 2006 01:49 Edited at: 24th Aug 2006 01:49
And with the ViewMargins command you can set the margins around the viewport and do things like this:



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Silvester
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Posted: 24th Aug 2006 12:17
Looks cool DW.

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Digital Awakening
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Posted: 24th Aug 2006 13:56
Silvester
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Posted: 24th Aug 2006 14:04
Wait its DA...

well anyway,

why you arent going to sell full release 0.o,or are you?

maybe it will beat Game Maker sometimes?Who knows...

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David T
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Posted: 24th Aug 2006 14:23
Quote: "@DA: David89 you'll probably know him as, from RGT "


Quote: "Kentaree:
That looks more familiar. Not that I recall we ever talked directly but then I don't have the best of memories "


Yeah We didn't collaborate much but we knew each other by name I think. I made a game called Mercenaries. And you made Pea Guy : TML which won some competition I think...

Silvester
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Posted: 24th Aug 2006 15:07 Edited at: 24th Aug 2006 15:23
0.o lookat my attachment!

EDIT:

BTW,codersturf has a MySql error,so i cant even get on the site to download...

FPSC-Toolkit in the make.Progress log:
FPSC-Segments 35%---FPSC-Entity 's 0%---FPSC-Signs 0%
FPSC-Decals 0%---FPSC Characters 0%

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Digital Awakening
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Posted: 24th Aug 2006 21:31
AL:
I may sell it later or charge for those who wish to sell their own games. I do hope to beat Game Maker some day I think it's my closest competition. I already have features it doesn't have and there are far more planned and unlike SGT it do require a form of programming.

Not exactly what I had in mind for a CD, it's not high res enough for print and I didn't do the background. I doubt I would include any shots on it and SGT is still a long way from version 1.0.0 so there will be better shots

CT works fine here but there's no new version available yet.


David:
Yeah, I recall Mercenaries. What happend, did you finish it? I wasn't always very active on RGT. The competition I made The Magic Land for only had 4 finished games in the end so it didn't turn out much as a competition. Nor did the CD sell well either

So, you're the guy behind Unity? Been thinking about buying it for SGT but I'm not sure if I'll have use for anything but the arrays.

Silvester
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Posted: 24th Aug 2006 21:35
Quote: "Not exactly what I had in mind for a CD, it's not high res enough for print and I didn't do the background. I doubt I would include any shots on it and SGT is still a long way from version 1.0.0 so there will be better shots"


i got a new program,and i wanted to try it out!

FPSC-Toolkit in the make.Progress log:
FPSC-Segments 35%---FPSC-Entity 's 0%---FPSC-Signs 0%
FPSC-Decals 0%---FPSC Characters 0%
Digital Awakening
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Posted: 24th Aug 2006 21:37
Silvester
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Posted: 24th Aug 2006 21:40
im having fun...atleast.IF I CAN GET MY IDEA'S TO REALITY!!!(wich is a problem with me)

FPSC-Toolkit in the make.Progress log:
FPSC-Segments 35%---FPSC-Entity 's 0%---FPSC-Signs 0%
FPSC-Decals 0%---FPSC Characters 0%
Digital Awakening
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Posted: 30th Aug 2006 11:07
Yesterday I decided to change my development plan for SGT. Take a look at this:

P.1.X - Object interaction
With all the new object features I've got planned for SGT I decided it was best to get starting on the missing program. Using BlueGUI, that I just ordered, I will create Editor to use a sleak Windows GUI. There will be: animations, attacks, projectiles, score, jumping, buttons, doors as well as pushing, pulling and picking up objects. It's time to make SGT a fun software to use!

P.2.X - New maps
I've been thinking of a lot of cool stuff lately and way to make them all fit together more dynamically using the same algorithm and I've finally managed to figure out a solution. This is gonna require a whole new take on the layers and new map files are requires. I'm sad to say that I'm not gonna bother making a converter for the old format, there're just too many changes. On the bright side you will be able to draw floors just like you now draw walls and there will be loads of new features like: breakable walls and floors, floor height, slippery floors, sticky floors and animated floors and walls. And it will all come wrapped in a new Windows styled GUI =)

P.3.X - Solid games
We got a new Editor and a new Mapper, it's time to bring out a new Player as well! The new Player will be every game testers dream. Not only will you be able to play a game from start with main menues, options, highscore lists, saved games and loads of HUD features including bit map fonts! But it doesn't end there, with Player you will be able to: load and reaload any map at any time, test your new weapons and control configurations and Player will even allow you to cheat by altering the values of any object, including the player character. Again a new sleak GUI =)

Alpha
The end of the P.3.X series of updates also marks the end of the prototype stage. By now SGT will be advanced enough for me to create my first game! A labyrinth/puzzle game I started on over a year ago, it's where I got all the tiles for my shots. This game will be released for free and you will be able to use the artwork for your own games.

But this is only beginning! Before SGT hits Beta there are so many amazing features left to include. First up will be the pathfinding algorithm I've been working on and with that comes point and click movement and AI. Want more? How about: turn based movement, RPG battles, platform games, isometric graphics, world maps and multiplayer!

Silvester
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Posted: 30th Aug 2006 20:49
Nice new dev plan!

FPSC-Toolkit in the make.Progress log:
FPSC-Segments 35%---FPSC-Entity 's 0%---FPSC-Signs 0%
FPSC-Decals 0%---FPSC Characters 0%
Digital Awakening
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Posted: 31st Aug 2006 19:46
Digital Awakening
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Posted: 31st Aug 2006 23:12
Oh, and within the next month or two I might need help from some beta testers. This is because things will start to get more complex. As a beta tester you will get access to all updates before they are made public. Although SGT is pretty much open testing you will hopefully catch all the bugs before the releases. You will also be the first ones to comment on how new features work and how they are implemented. The testing will be held either on my forum or on Coders Turf. Josh at CT have mentioned that he is planning some sort of beta testing features but I don't know what they'll be.

As AL already have expressed his interest in beta testing he'll be the first one. For the rest I'll be prioritising people with artistic skills or previous experience in game development. There will be an official recruitment once P.0.3 is released but since there's a lot of traffic here I decided to post this a bit early.

Aaron Miller
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Posted: 1st Sep 2006 06:09
I would beta test, but im working on my project, best of luck finding more beta testers though, i like this tool.

Silvester
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Posted: 1st Sep 2006 07:44
Quote: "As AL already have expressed his interest in beta testing he'll be the first one. "




FPSC-Toolkit in the make.Progress log:
FPSC-Segments 35%---FPSC-Entity 's 0%---FPSC-Signs 0%
FPSC-Decals 0%---FPSC Characters 0%
Digital Awakening
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Posted: 1st Sep 2006 11:25
Digital Awakening
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Posted: 16th Sep 2006 03:29 Edited at: 16th Sep 2006 03:36
Sep 15 - P.0.3 is released

87 SGT download so far!

Finally it's here! Sorry about the delay, it's been a combination of lack of time and the difficulty of getting the whole new movement and collision code to work. I all but completed this update last sunday and I should have made a blog update about it. Since then I've been dead bussy with other things. The step size code isn't 100% working and currently it can't be turned off. The corner slide feature I was planning also didn't make it this time. I decided to not spend more time on this update. Read about the new features on the download page.

Download NOW!

I now have the latest version of BlueGUI. Funny thing happened. As I was about to pay for it I noticed that long ago I actually bought BlueGUI but I never used it. And there was still an offer to update to version 2 for free Anyway, I'll be bussy the next few days with various things so I'm not gonna have any time over for SGT. But I plan to start on P.1.0 and the Editor someday next week.



BETA TESTING!
As SGT will get more complex I'm planing to put together a test group to test SGT for bugs but also to give me feedback on new features. You'll get access to new versions of SGT long before anyone else, a chance to influence the development and design of SGT and be the first to know about any new information. If you are interested check back for more details soon!



Here's a new shot. Thanks to BlinkOk for the player animation and David Gervais for the map and frame art.


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Freddix
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Posted: 16th Sep 2006 13:45 Edited at: 16th Sep 2006 13:47
look really promising and interesting

Will download it now :p

EDIT: Link for version 0.3 is 0bytes len ... bug ?

All we have to decide is what to do with the time that is given to us.
Digital Awakening
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Posted: 16th Sep 2006 15:03
Thanks

Apparently something happened when I uploaded the file. I tried again with no success. I'm gonna have to wait for Josh to sort this out.

Silvester
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Posted: 17th Sep 2006 12:37
to bad downloads broken...

oh well.

Digital Awakening
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Posted: 22nd Sep 2006 02:10 Edited at: 22nd Sep 2006 02:11
From my blog:

Sep 22 - P.0.3 again + P.1.X info

The regular download doesn't work yet but you can now download P.0.3 from this page.

Almost 100 downloads so far Can't tell for sure due to the problems with the downloads. Thanks for shoing your interest! I've also invited 4 people so far to my beta test program and I hope to enlist more when the sign up process starts, probably next week I think.



Been a busy week and I may not even be able to start on P.1.0 even this weekend. But here's some good news. Since I'm unemployed I'll be taking an 8 week course in company management which include 4-5 hours of "free" time every day that I can spend working on SGT. The great part is I get an office, wi-fi and probably a lot of motivation due to the change of environment.

Been planing some cool stuff for P.1.X. Some of you may remember that a long time ago I made a program called DAdata that used a very flexible database system and I have decided to use the same method for SGT's game files. I've also been thinking about adding in some simple AI features before moving on to P.2.X to make it more fun. I've been thinking about some other things as well but they need some testing before I can include them. While I'm typing I might as well mention that I've been thinking about the future of SGT as well I've got some really interesting thoughts about new programs. I'm not gonna reveal them now but I'm sure you'll be surpriced when I do

Reality Forgotten
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Posted: 22nd Sep 2006 02:35
looks good man, I am going to download this when I get home from work!


RF
Digital Awakening
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Posted: 2nd Oct 2006 12:46
I'm now looking for beta testers, click here for more info.

Silvester
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Posted: 2nd Oct 2006 18:33
the announcement doesnt load...

Digital Awakening
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Posted: 2nd Oct 2006 20:50
Works fine for me, you must have tried at a bad time

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