@TechLord -
I've been using Blue GUI for my custom tools, but I'm going to drop it in favor of something else for the editor. I'll be combining all of my tools into a tabbed Office 07 style interface. The problem with Blue, besides resizing problems and having the worst editor ever, is how unresponsive the controls become when the framerate drops below 30. My editor wouldn't necessarily run that slow, but you never know. There's going to be a lot going on.
I've done experiements linking a DBP window with a PureBasic executable. That's worked well. However, now that Mistrel has created his PurePlugin DBP library I think that I'll use that. I just need to buy it now. That would be even better than using DGDK because I'll still have access to every plugin.
Planning is so important. I did plan the engine out in some detail before I started coding, I don't think I'd have been able to get this far had I not. When I first started by 'RPG Engine' thread I didn't plan the engine and I eventually got to a place where I couldn't do much. But, even having planned it out, there are just some things you don't realize until you start coding. The changes have also included some technological additions, including Dark Physics, Barnski's LUA, and shaders.
@flickenmaste -
Thanks
@Bizar Guy -
I'm glad that you agree. I like making the videos, but that's a mini project all on its own. I will make more, but not right now.
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I've still been fixing things, and adding to my NPC inventory management system. Now an NPC will pick up a weapon, and they'll arm a weapon if they aren't holding one (I already said that). The problem with that was that if I hit someone with my shield and caused them to drop their weapon while they were down on the ground someone else would steal their weapon. Now if someone picks up a weapon and their partner (of the same alignment) is missing theirs then the unarmed NPC can take the extra weapons/shields from the other NPC and use them. That smoothed things out a bit, I'd end up with two out of three skeletons completely unarmed during a fight and the last one holding all of the weapons.
I'm also going to make a default weapon, for instance if you attack a completely unarmed character and there's no weapon lying around then they'll be able to produce a knife from thin air and use it. I'll limit it to one knife per character though, it would be pretty silly if you kept knocking it out of their hand to be mean and they kept producing new ones.
I'm also allowing non standard items to be used as weapons. If there's a bone, for instance, an NPC can grab it and attack you with it. They could do the same with a bucket if they wanted to, though the damage that you can do with it will be next to nothing. The only thing that will be compromised is the character's paperdoll. I'm not going to make graphics for anything except proper weapons, so they paperdoll character just won't be holding anything.
Well, time to cook, then to program. Later!
Come see the WIP!