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DarkBASIC Professional Discussion / Creating a Level Editor

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HeavyAmp
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Posted: 14th Dec 2007 18:07 Edited at: 14th Dec 2007 18:08
Why not spend a little money and buy GUI studio? Or if your interested in creating it in c++ why not try ParaGUI or Crazy Eddies GUI system.

Better to be dead, than to live your life afraid.
Sid Sinister
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Posted: 14th Dec 2007 19:20 Edited at: 14th Dec 2007 19:21
Quote: "Why not spend a little money and buy GUI studio? Or if your interested in creating it in c++ why not try ParaGUI or Crazy Eddies GUI system."


Thanks for the ideas, but they still don't match the style or control I'm looking for.



Quote: "And then the technology changes just when you start getting some mastery over it! "


Lol! Yeah really . I was reading stuff about MFC and it said it will be outdated soon anyway with the Vista version of things.

Quote: "Quote: "MFC looks promising, especially since I saw an example in which MFC was hosting a child window of a DarkSDK running and rendering a scene. That's essentially what I want to do with my level editor!"
yeah yeah - and about your other questions - let's get to it fellow hacker and maker of colorful tools and games

MFC - Microsoft Foundation Classes are JUST a FANCY wrapper around the Windows API. There is alot there - but it is Microsoft's First PASS at bloatware - but it doesn't make many things easier - (.Net takes this further - but to new levels of preprocessing bloat - compile on demand - (I demand it compile when I say - it doesn't listen - go figure! )

MDI - Just means a Multiple document interface. Nice Idea for a editor - because you could have each "Window" inside your main window - be different "Viewports" and could in theory - stray from the RIGID "4 quadrant" or "one view at a time" that most editors/modelers have. I like MDI applications. Microsoft strayed from them and everyone followed - then they started adding tabs to internet browsers - eseentially returning to the multi-document interface - but now without the ability to TILE the windows, arrange in a cascade etc.(MDI) That is Computer Tech progress!

Anything you can do with an MDI "Child Window" you can do in a SINGLE window App - meaning - toss up a picture box and make DarkGDK render to it - DarkGDK doesn't care if its in a WinAPI lean and mean Window's picture box - or in a MDI - or a LAyered on MFC based GUI - that looks exactly the same - (usually) but runs a bit slower but is easier to code. the nice thing about MFC - unlike .Net - is that its a bit more "Interchangable" and easier to have WinAPI specific and MFC code interlaced - kind of using what is best for you at the time."



Quote: "As far as you want - You'll have access to all standard "commonly seen" windows "Widgets" - like text boxes etc. You can manhandle the fonts - colors - you can use non-standard window shapes - called Masking - You (I think) can make forms semi-transparent now - I think with newer WinAPI parameters - I don't THINK thats a .net exclusive ability - .Net uses API to under the hood I would think. So yeah - that's how Window's GUI's are made. Direct-X allows even more fancy stuff - but - again - that's in the rendered window and not what we're talking about here. "


Woot! Then I was on the right track. Good to hear

Quote: "Quote: "Is it possible to use the "Visual" aspect of C++ to plot out my editor and then program in the functions to the buttons and then tie it to the DarkSDK window that's inside of the editor window? (Host, child deal)"
Yes - and I think that's what you've been eluding to throughout your message - and likewise my reply."


Let me rephrase. You know how in Visual Basic you can design what your program will look like on a form? Is this possible with Visual C++ 2008 Express Edition? Here's a pic of what I'm referring too. http://www.danielclemente.com/vb/vb10g.jpg I don't mind hardcoding stuff, but if there is an easier way via a graphical design then I'm all over it lol

Quote: "Is this OK?"


YES! Thank you so much, you've solidified a lot of my thoughts and have given me some confidence in that I am heading in the right direction! Thanks for explaining stuff as well, I think I have a lot firmer grasp on what some of these terms are.

Quote: "Yeah - I'm trying to get to the GAME part - and I'll shave off all I can - after all - this is a hobby - and I have more fun test driving my game creations - and working and seeing the game "start to come alive" and making a GUI for a war game - well - it's not exciting - I make GUI's All day every day at work using various things all the time. Personally - I'm pretty burnt on it - and there are so many ways to "git-r-done" - that I'm not really a master at any of them - Kind of a need to KNOW NOW - then forget after I work on different systems kind of deal."


Yea, me too. But the storyline for my game isn't concrete yet anyway. So I figure, why not make one I need to develop it anyway now while I think of the storyline some more? It's a good way to stay productive.

Wow so you deal with GUI's everyday at work? What do you do? It's funny that I'm diving into the C++/MFC thing because it just so happens my girlfriends mom is a C++ programmer and writes applications using just that, MFC. Talk about luck! I'll know who to go to for reference now haha

Speaking of girlfriends, I got a hot date to see I Am Legend with her in an hour. I'll check back later, thanks for all your help
Mage
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Posted: 14th Dec 2007 19:47
Quote: "MFC - Microsoft Foundation Classes are JUST a FANCY wrapper around the Windows API. There is alot there - but it is Microsoft's First PASS at bloatware - but it doesn't make many things easier - (.Net takes this further - but to new levels of preprocessing bloat - compile on demand - (I demand it compile when I say - it doesn't listen - go figure! )"



And the Windows API is just a fancy wrapper around the Windows Kernel.

jason p sage
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Posted: 14th Dec 2007 22:41 Edited at: 14th Dec 2007 22:46
Agreed - I didn't think we could call that.

Quote: "Let me rephrase. You know how in Visual Basic you can design what your program will look like on a form? Is this possible with Visual C++ 2008 Express Edition?"
I haven't used it yet - dunno.


And where you said "I'll know who to ask" - I don't usually write gui's in C++. I dabbled - its time consuming I hated it. I use vb6, .net stuff - like C#, FreePascal Lazurus - HTML gui's javascript etc - stuff like that - ALOT. I'm all for the C++ stuff - for gaming or whatever - but its TOO CLOSE to work to want to dive in for fun on my own time

Mage
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Posted: 17th Dec 2007 07:44
Quote: "And where you said "I'll know who to ask" - I don't usually write gui's in C++. I dabbled - its time consuming I hated it. I use vb6, .net stuff - like C#, FreePascal Lazurus - HTML gui's javascript etc - stuff like that - ALOT. I'm all for the C++ stuff - for gaming or whatever - but its TOO CLOSE to work to want to dive in for fun on my own time"


The only problem with java, and .net languages is JIT Compilers. "Just In Time" Compilers leave the program in "Neutral Code" and when you run the program, parts of the program aren't compiled until you first use them.

Also I just finished rewriting a photo gallery Application in .net since I lost the source code for my VB6 version. It's just as fast, as VB6, and I significantly reduced the I/O.

Sid Sinister
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Posted: 17th Dec 2007 08:43
I've switched back to DBP for the time being. My friend and I have produced some pretty decent results using DBP for the editor thus far. I'm quite suprised actually, lol. MFC and DarkGDK are definitely something to revisit though in the future.

Hopefully within the next week we'll have some screenies to post.
Aaron Miller
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Posted: 19th Dec 2007 03:46
Haven't been here in a while, but if you haven't noticed the AGCS thread WinGui is perfectly capable of having the DBP window inside a window. (AKA the window-to-window mode) That is called a multiple document interface (MDI for short).

Cheers,

-naota

Madness never stops..... It takes a breather every once in a while, but then it grabs it's inhaler and chases you down the street with a cane.
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Sid Sinister
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Posted: 19th Dec 2007 06:02
The one found here?

Thanks, I'll have a look at it.
Sid Sinister
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Posted: 25th Dec 2007 21:27
Well, I'm making some good progress with the editor. My friend is taking care of the GUI, and it looks pretty good, and I'm taking care of some of the more interesting aspects of it.

So far matrix saving and loading is in place, as well as turning a matrix into an object. Very useful!

But right now, I'm stuck on making part of the heightmap editor. I'm not concerned about raising/lowering the terrain at this point yet, I'm trying to make it so 2D Mouse coordinates are translated into 3D.

This is what I'm trying to achieve in the end: http://screencast.com/t/JH1tjiXlnpH

I've found a few examples along the way, and it works pretty well, but I've ran into a few problems. When ever I rotate the camera, the whole orientation from the object movement goes to hell. Any ideas?



And another quick question... whats the difference between a matrix and a matrix made from a memblock?
jason p sage
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Posted: 25th Dec 2007 21:59
I can't answer your first question - you're ahead of me.

Question 2:
Quote: "And another quick question... whats the difference between a matrix and a matrix made from a memblock? "


I would say nothing if its anything like I'm finding is the case with Making Objects from Memblock.

The trick is you need to know the format of the data in the memblock - so when you make matrix from mesh - it actually ends up being what you expect.

I was recently briefed on the steps to make an object from memory - and is was like messing with bitmap files for something - a header - some stuff to describe the mesh - then a bunch of vertex data in a specific format. I filled it - set it how I thought I wanted - made mesh from memblock - > object from mesh - whella - a Dark Basic Object! (Which I can save as a DBO I think! )

Hope this helps.

Happy holidays to ya!

Sid Sinister
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Posted: 25th Dec 2007 23:34
Happy Holidays to you too!

Wow really? I think I'm doing things a little scattered compared to the way your doing yours. It's not exactly in order lol. What step are you in?

Whats the advantage of making a matrix from a memblock then? I get confused when people make threads like this: http://forum.thegamecreators.com/?m=forum_view&t=43095&b=1
If there wasn't a huge difference between going through all that to make a matrix, and just using the built in matrix command, there wouldn't be a point in doing all that work.

Is making a memblock matrix... the same thing as coverting a matrix to an object? Or is it making a matrix from a heightmap without using AT? Is that it (lol)? I came across this question when thinking of different ways I'd want to start a project in my editor. Import greyscale heightmap(advanced terrain), load .x/.dbo and make a matrix (and I think that covers all the ways possible?).

I feel like a noob not knowing this lol.
jason p sage
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Posted: 26th Dec 2007 01:59
Quote: "Happy Holidays to you too!"
Thanx

Sid Sinister Wrote:
Quote: "Wow really?"

(Which if is in response to my...
Quote: "I would say nothing if its anything like I'm finding is the case with Making Objects from Memblock.
"
)

I may be wrong - and I say this because I'm currently rewriting Lost In thought's Frustrum Code - but in DarkGDK - (Trying to make use of the difference between Object Hide, Hide Limb, and Exclude Object - (It's an optimization thing I'm doing so less looping occurs of the situation is correct)) anyway - There is reference to Matrix in there - and I KNOW it has nothing to do with DBPro "Matrix" stuff... Its instead 3D-MATH Matrix Stuff, along the lines of Vectors, and the 3d Math routines.

Hope this gets you pointed in the right direction.

Quote: "Whats the advantage of making a matrix from a memblock then?"


I dunno - but I know I can do all the stuff that you would do to a matrix with a MEMBLOCK MESH and making an actual object. Then as an actual object you can do whatever you want - so I think making a MESH and then an object and using VERTEX commands - using limbs etc - over all is more complicated but I think more powerful.

Quote: "Or is it making a matrix from a heightmap without using AT?"
You might say that. One guy in that thread you posted above said DBPRO Matrix is probably beginner's safe way to do some of the stuff you can do with 3d things - fairly easy. I think it was countered as a DBClassic thing left over as well.

NOT how I'd make a terrain knowing what I know now. That said, I still don't know the best way. I'm trying though!



Sid Sinister Wrote:
Quote: "Wow really?"

(Which if is in response to my...
Quote: "I was recently briefed on the steps to make an object from memory - and is was like messing with bitmap files for something - a header - some stuff to describe the mesh - then a bunch of vertex data in a specific format. I filled it - set it how I thought I wanted - made mesh from memblock - > object from mesh - whella - a Dark Basic Object! (Which I can save as a DBO I think! )"


Yeah - I lost the link - but I saved the steps from Rain Man who posted them:


Quote: "I think I'm doing things a little scattered compared to the way your doing yours."

Order? I think I'm all over the place also.

Quote: "It's not exactly in order lol. "

Mine Either - I mean - is there a right way and a wrong way? Probably - but if at the end of the day it all works - BAH

Scattered is fine - Providing Each "Technique" or "Piece" your working on you make as modular as possible - so you can first make your legos building blocks - and then try your hand at building stuff with them

Quote: "What step are you in?"


Um. Well - I moved from Dark Basic to DarkGDK awhile ago as my primary weapon for Vertex Destruction. (I love that phrase I made up) And the first thing I did was write some stuff to sort of Wrap things into classes. Not just for the sake of doing it - but so that I could sorta make things work together - and I was careful to do it in a way wher just calling NATIVE DarkGDK commands outside of my classes would still be just fine.

That Said - I setup a file based database of SkyBoxes, so I can whip em open at will to a given scene - like a slide projector, I made sure I could do timer based stuff and wrapped some of those commonly needed things into a class.

I got frustrated with Advanced Terrain - and using Objects exported from terrain generators - and started just trying to get that mesh from memblock stuff going - and I did it! Look at my web site - (link in my sig) in the gallery - there is a first shot of an Island in Hawaii - made from satelite information from the USGS - using my home brew mesh/ Terrain stuff.

I'm currently working out the Frustrum Culling stuff - and how to do Multi-texturing - Already figured out the Shader stuff - enough where I can use Green Gandalfs Terrain Shader but - it has its problems too - not his code - just the choice to commit to a shader in general. Depends on the look you're after - and you need to take into account Shader GPU Processing Time Versus CPU pipeline processing - and frankly - MY PC isn't a rocket - and Shaders - though work - just tank the FPS in half. I Never get 300fps like people here. If I have 70FPS - with just a CUBE - full screen - I'm happy. The good part of all this - is that if/when I get a working system I'm happy with here... it should SCREAM on everyone else's Machine!

Ok - I'm off for a bit - running out of coding time! (gotta work tomorrow)

Sid Sinister
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Posted: 26th Dec 2007 03:07 Edited at: 26th Dec 2007 08:10
Sounds like your doing a pretty thorough job with things, cool. I'm not sure if I'll get into culling for my editor, it might be a nice add on for later though. Multi-texturing is going to be a must though.

By the way, I fixed the previous problem. Everything is working correctly thus far . Here's a little movie showing it: http://screencast.com/t/MIFzOdQfD

Once the GUI is in place and we 'beautify' it a bit more, I'll post some nice screen shots of it. The next step for me while I wait for my friend to finish the GUI is changing the sphere into a circle as a cursor, similar to Van B's system: http://www.thegamecreators.com/userdata/gallery/631_1024.jpg

Notice the 2D Circle and the outlining grid. And Van B, if you reading this, NICE terrain editor.

Which brings me to another question: Sasuke, how's yours going?

EDIT: I've started a thread about heightmap brushes, a brush system like van b's, and heightmap editing over here: http://forum.thegamecreators.com/?m=forum_view&t=120618&b=1&p=0 I'm sure a few of you will be thoroughly interested in this once some replies start rolling in. I was going to pose the question here... but I didn't want this thread to be taken too many different directions. But for future readers looking back on this thread, hopefully, if people respond, it will be useful for your own editor!
sp3ng
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Posted: 27th Dec 2007 12:18
ive dropped my editor for the time being to work on my engine, in which i have just finished implementing basic newton physics and am working onto the more advanced stuff...

as for the maps for it, i am working on a way to use external files to read into dbpro and create a map out of db objects (im stuck on arrays in lua as i dont have any documentation for them)

for lua i am using barnski's plugin but am considering changing to unity for its ability to call user defined dbpro functions. if anyone has used unity can they please share their opinion on it?


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Sid Sinister
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Posted: 29th Dec 2007 23:04
I know cash curtis uses lua and makes excellent use of it.

Quote: "I love LUA, it makes it all possible."


See his WIP here: http://forum.thegamecreators.com/?m=forum_view&t=100398&b=8
Inspire
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Posted: 30th Dec 2007 00:19
What exactly is the point of LUA? I only know it for AI scripting in a couple games, and that you can program in it for PSP homebrew games.

sp3ng
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Posted: 30th Dec 2007 11:57
LUA is a free scripting language (for c++ that is, but can be put into dbp plugins) and scripting languages basically allow you to compltely change what happens in a game without touching the source code at all.

it could be something like this:


that would go in a external file and will be read by your engine and executed.
this is useful for engines that you want to use for multiple games (so that you dont hard code every unique thing in)
that way you can keep the engine code the same and only change the script files

its a very powerful system when used right (LUA for example)


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Inspire
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Posted: 30th Dec 2007 16:08
Thank you for explaining that to me.

Do you have to program those commands and conditions in the source code in order for them to be recognized?

Sid Sinister
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Posted: 30th Dec 2007 19:21
Don't think so.

Quote: "that would go in a external file and will be read by your engine and executed."
Sasuke
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Posted: 8th Jan 2008 20:49 Edited at: 8th Jan 2008 20:50
da power pwnerer
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Posted: 8th Jan 2008 22:24
I like the tip for the Tip of the Day.




-Dan


http://Freewebs.com/noobisoft
Come to Noobisoft's website today!
Sid Sinister
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Posted: 9th Jan 2008 02:23
Damn it.

It's official.

I suck at programming. I don't think I'll ever have god-like skills like sasuke or van b (to mention a few) with level editors.

*throws his own pity party*

PS: Your editor looks amazing too.
jason p sage
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Posted: 9th Jan 2008 02:41
Oh Stop it - you do not suck at coding. How long have you been coding? Seriously? How Many Years? I've been at it for like ...shoot...coming up on 26 years of programming! I've been playing guitar like 20 - I can shred - but when I was playing guitar even 5 years - I wasn't all that great - good - but not great or anything.

Give yourself a chance.

you know - making a Editor is a TOUGH project - and that's what you're trying to do!

VanB has been doing this AWHILE - same for alot of the "Big Boys" here - and they are still learning new stuff every day! Relax Man!

this statement of your has been weighed and measured and found wanting - Your statement has been judge - OFFICIALLY BS!

Just take it down a notch bro! Play a game awhile... I KNOW you're frustration but this is the Stuff that is supposed to motivate you to write the same application 10 times in a row until its how you want or close enough - not shy you off!

Trust when I say there are plenty of people on here who will never truly get it - You aren't one of them!

(I'm not either but - I'll keep trying - THAT is my point!)

Sid Sinister
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Posted: 9th Jan 2008 02:52
Quote: "this statement of your has been weighed and measured and found wanting - Your statement has been judge - OFFICIALLY BS!"


LOL - thanks.

Been programming 3 years, if that. The only thing I have to show for it is some camera control code that I had help on, and the memblock terrain code which I had some help on.

I have no small 2d arcade games, no pong remakes or any sort of other program.

I would say that I'm biting off more than I can chew, but then again, I hate doing projects that I don't care about or am not motivated for. My game (what the camera code was for) and my editor (the terrain) are the only two things that are inspiring me, so even though I have a lot to chew, I'm afraid it's the only thing I WILL chew.

Thanks for the encouragement.

I'll continue to press on, but everyone better expect a lot of threads from me trying to understand stuff.

"If I have seen a little further it is by standing on the shoulders of Giants"
Aaron Miller
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Posted: 11th Jan 2008 21:01
You advance by trying new things Sid. By building an editor, you're advancing your programming.

Cheers,

-naota

With any luck you'll be able to turn a fully functioning program to a crashing program with just a little bit of coding.
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Sid Sinister
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Posted: 11th Jan 2008 21:07
Thanks =]

Yeah, I've picked myself up by the bootstraps and have pressed on again.

I've got my memblock mesh working now using limbs. Now I'm trying to figure out how to weld and weld properly. Check out my heightmap/brush thread. I'm still having some minor difficulties with things.

"If I have seen a little further it is by standing on the shoulders of Giants" -Isaac Newton
Aaron Miller
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Posted: 11th Jan 2008 21:14
If I ever find the source to the Inferno Engine's editor, I'll pass it on to you if you like, Sid. It's been a while since I've worked on it though, I might be able to make it a TON more efficient.

Cheers,

-naota

With any luck you'll be able to turn a fully functioning program to a crashing program with just a little bit of coding.
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Sid Sinister
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Posted: 11th Jan 2008 21:17
Thank you, I would appreciate that *bows.*

Why did you stop working on it?

"If I have seen a little further it is by standing on the shoulders of Giants" -Isaac Newton
Roxas
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Posted: 11th Jan 2008 21:27
Rofl! Everyone using that character from FF Vs. XIII (Storm current name..)

Xenocythe uses it too Tho he tough he is character from MGS LOL!
Cuz the avatar was in avatar site in MGS Directory..


Click For Details!
Sid Sinister
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Posted: 11th Jan 2008 21:32
Whaaat? Did I miss something? Are you talking about what he named his engine?

"If I have seen a little further it is by standing on the shoulders of Giants" -Isaac Newton
Aaron Miller
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Posted: 11th Jan 2008 21:35 Edited at: 11th Jan 2008 21:38
If you have time for a story, and a small bit of ranting:

I was going to make the actual game engine in Nuclear Fusion. But, I was working on the editor in DBP (It was decided between Kieran and I that we would make it in NF, even though we had a bit of work done in DBP).

So, I decided I would finish it in DBP and then port it to NF. Well, NF did lack some features, but they were promised in a 3.05 release, which isn't out yet. DBP lacked all the features I need (Plus a good collision system (Not counting sparky's and NGC)). I figured that I'd rather just use NF because it has NGC with it, and because I could use it for it's GUI as well.

After working with NF for a while, we made it a little farther, but 3.05 was still taking a while to get released. I went to work for Nuclear Glory for a while, and put some features into NF for the 3.05 release. In doing this I had to learn Direct3D, further Windows programming, and some advanced C++ concepts. Anyhow, after learning all this, I decided I would start my own engine (The Twilight Engine) so I could get work done quicker, and know exactly how it all works. Plus I could make the Twilight Engine conform more to what I needed it to.

At first the Twilight Engine was going to be just like Nuclear Fusion (Because it's an awsome SDK), but later on I decided I don't need an OpenGL renderer considering Direct3D is faster (At least for me), and that I like the option of using OOP but still having a basic list of functions. I also decided I would make my own BASIC language (Which I'm sorta thinking about now, as C++ doesn't have some features I want, that I would find useful in my own language).

Anyhow, all that lead to me working more fulltime on WinGui and the Twilight Engine (WinGui is free, I plan to sell the Twilight Engine). Through out that process I decided I'd like to make an adventure game creation system, and for speed-of-development I'd make it in DBP. The plan was to get that done in about a week, but I hit some problems with DBP and decided it would be better and more efficient to make it in C++ (Which can start development again soon because after I add sound support to the Twilight Engine, I'll have everything I need in it to make 2D games and editors).

Long story short: DBP makes me mad. DarkGDK doesn't help as it still only has the features of DBP. I like antialiasing and other effects I can make my self, and sell for only $30-$50 USD for the speedy C++.

Besides, it's easier to sell game creators than it is games (But harder to make generally).


Any how, I'm not on my computer right now, so I'll have to ask Kieran for the source if he gets on (I'll email him as we barely see each other on IM anymore).

Edit
Sid: Maybe Roxas is thinking about the model that's shown in the Inferno Engine's screenshots?
Video

Cheers,

-naota

With any luck you'll be able to turn a fully functioning program to a crashing program with just a little bit of coding.
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Sid Sinister
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Posted: 11th Jan 2008 21:49
Lol, thats quite the story. While reading that I'm like 'man... pick a language...' lol. Seems like a lot of time wasted switching so much, but then again maybe it's not. You knew the concepts and it was probably easy to upgrade to c++.

Thanks =]

Yeah, he probably was =] Good ol' cloud!

"If I have seen a little further it is by standing on the shoulders of Giants" -Isaac Newton
Aaron Miller
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Posted: 11th Jan 2008 21:55
@Sid
lol! I did, my own and C++. But yeah, I used DBP, which just got annoying for my particular needs. Then I used NF, which I found extremely usefull, and still do. In fact, I could probably just pick up and do all of my games and editor development in NF. The only thing is, making my own game and application programming engine, and then using another to develop my games and editors, would seem a bit like I couldn't use my own engine to do so.

I'd like to note I'd love to be able to sell the Twilight Engine on TGC as well as other places if they'd allow it. I know they were selling Omega Basic for a time, and Play Basic is up on there, so I don't see why they couldn't sell the Twilight Engine once it gets good enough. I'd like to get it sold at NG too.

Cheers,

-naota

With any luck you'll be able to turn a fully functioning program to a crashing program with just a little bit of coding.
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Sasuke
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Posted: 14th Feb 2008 19:35 Edited at: 14th Feb 2008 19:35
Guys, I need to add physic's to my editor and I was hoping of just using DBP but I can see anyway that DBP could handle physic's correctly or effiecently, plus the physic's system would be really limited I think. Should I go and grab Dark Physic's now or are others avalible?
Sid Sinister
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Posted: 19th Feb 2008 22:44 Edited at: 19th Feb 2008 22:45
Sasuke! How the hell are you doing man!? How's your editor going? Lets see some pics! It's been a while you know! I had to res this thread to find any info on it! Lol.

Anyway, I also have something interesting for you all to look at, as well as all the people who will look at this thread in the future. If you guys haven't already seen, Van B (he's a saint =]) has developed a very nice editor and has finally released the full source for it! It's definitely worth checking out, and it should help everywhere here to make a version to suite their needs

I myself plan on adding in the ability to place objects that I've made. That way, it can be a full level development editor =]

Here's the link. http://forum.thegamecreators.com/?m=forum_view&t=122906&b=5

Any updates on anyone else's editors? I know a few other people were working on a few.

"If I have seen a little further it is by standing on the shoulders of Giants" -Isaac Newton
-Computer Animation Programming Major @ Baker.edu-
Mistrel
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Posted: 20th Feb 2008 01:13 Edited at: 20th Feb 2008 01:13
Have a look at PureGDK for building a level editor. It has all the tools you'll need.

http://3dfolio.com
Sid Sinister
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Posted: 20th Feb 2008 02:42
Interesting Mistrel, it looks very nice. Good job I'll have a look at it soon

"If I have seen a little further it is by standing on the shoulders of Giants" -Isaac Newton
-Computer Animation Programming Major @ Baker.edu-
Sasuke
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Posted: 27th Feb 2008 19:35 Edited at: 27th Feb 2008 19:35
Sid, too busy to work on it at the moment and I'm sorting out code that all overplace.

Here's an example:


It skins work by taking a base color read from a file and generating a window using those color and thats only for basic windows, there's another six types of skin file for the gui aswell but I going to condense this down. Also there a much easier way of grabing RGB(A) from a file but it was my first time.

Anyway once I got all this sort and some free time I'll work on it again. Going to check out that link to Van B editor now, cheers for the notice.

Mistrel, I agree with sid on that one, i'll take a deeper look into it soon.
Sid Sinister
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Posted: 27th Feb 2008 21:40
Cool idea with the skins. If I had patience I would try something like you are, but I seriously just want to get to making my game already instead of making the tools necessary to make the game.

Be sure to comment on Terscupt


"If I have seen a little further it's by standing on the shoulders of Giants"-Newton
-Computer Animation Major-
jason p sage
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Posted: 27th Feb 2008 22:00
I made a level editor that allowed you to add anything or delete anything you want - I accidently deleted my neighbor's house. They are not my neighbor anylonger - they are homeless now

Mistrel's system looks neat - that's for sure. Personally I like the skins idea too.

My editor goals are to combine terrain, physics, object placement, frustrum culling and lod "optimizing" and "configuration" (so tuning game performance possible in level/terrain editor ) also I want to include tools for DarkAI - and allow getting info for DarkAI stuff from the objects themselves - like barriers - obstacles, and ability to make waypoints and rules for them.

My Hardest goal for my editor - is I want to be able to test parts of the game - or create "movie'ish sequences" within the editor. Scripting camera view, audio, triggers etc also.

sigh.... so much to do and so little time... I can see it now....

Just Released! "Iron Infantry Version 1.0 1/1/2030" - Please Visit AncientGames.Com to get a working DirectX9 Emulator to play this game on your DirectX_V500 Based system.

Sasuke
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Posted: 24th Mar 2008 20:57 Edited at: 24th Mar 2008 21:01
Hi again, would it be possible for you guys to test something for me please, and tell me if it works. There have been some weird problems lately with the editor, so here's the lite version of the editor, just the gui part. Basically I want to see if it crashes on other computers. Also please tell me if theres anything you would add or change and the fps you get, thank in advance.

File: AxisEd Lite.rar
File size: 888 KB

Note: You'll notice that I have spelled Axis sometimes like Asix, this is just to notify me of temporary changes.
Natflash Games
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Posted: 24th Mar 2008 22:00
It works perfectly for me!

I get an average FPS of about 800, so no worries there.

I cant really suggest anything to add as I dont know what you've already added. You said this was just the GUI, and as thats the case, I'm impressed.

Should be interesting to see how this evolves more.

P.S. Doesn't this belong in WIP?


Check out my site for the latest on my games.
Sasuke
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Posted: 24th Mar 2008 22:14
Cheers Natflash, my main editor seems to be crashing for some reason so i'm making a lite version to see if I can find the problem. The main editor has tons of functionality so i'll be stuffing this version with it and post the demo later this week.

It's kind of does belong in wip, but this is a creating a level editor general question for everyone, abit like that ultimate terrain thread awhile back. So if anyone's making a level editor, show your progress, anything your stuck, share information and any questions about creating a level editor. When my project take to it's own feet then I will make wip about my level editor.
jason p sage
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Posted: 24th Mar 2008 22:31
@Susuke - that's HOT!!!

What You Should Add? Highlight the mouse over as you hover mouse over "dropped" menus. Its sweet... but I think (now I'm using a dark monitor - old - so maybe I just cant see but) when you have a menu dropped down... and slide mouse over the menu bar... I thinnk the word in the menu bar should be lit up like the menu that drops below it.

Also, I think a horizontal highlight in addition to what you already have for the text "lighting up" as you mouose over (in a dropped/pulldown) would be cool too... just brings the eye that much more to where you want it to go.

Looks AWESOME.... I mean AWESOME!

Sasuke
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Posted: 24th Mar 2008 22:42
Cheers jason, great points and i'm on top of it, shouldn't take long to add
jason p sage
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Posted: 24th Mar 2008 22:57
Excellent. Oh, and I'm trying this for my editor as welll... yeah agui but you're ahead of me... but I "flew around a bit" and was thinking with mine to have a speed control via mouse wheel... like a throttle... Currently I just have NORMAL and if you hold SHIFT... it goes MUCH faster.

In a previous "terrain inspector" (hardly an editor) I did a inertia approach... where the longer you moved forward - the faster it got ... to a point... and stopping was a slow down thing not an abrupt HALT.... it was nice... but there were times I thought Abrubt halt would be better. Maybe a user defined "option".

Just more rambling. Make sure you post your next go round... I really liked the Black and white thing you have going. Its sweet looking.... (now my editor cant be black and white...damn) LOL

I liked the transparent dialog thing also.

In my GUI I'm writing - I'm shooting for that and the ability to make the form transparent while controls and text are not... or are a little... stuff like that... so I can use the thing for gui in an editor or part of a HUD or whatever.

I'm also thinking about making the graphics not "100%" sprite or PLAIN based... but kinda virtual... where its all in a memblock image - 32bit ... then I can make a sprite of it ... or texture a plain ... whatever.

Just things to think about on our parallel journey!

Sasuke
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Posted: 25th Mar 2008 15:49 Edited at: 25th Mar 2008 15:54
Ok, made those changes and I think this is right, also added camera position at the bottom and the mouse doesn't move when holding down right mouse button. Btw, WASD or up, down, left and right to move the camera when right mouse button held.

Also does anyone prefer the window to be able to go off the screen when moving them?
jason p sage
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Posted: 25th Mar 2008 16:04
cjb2006
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Posted: 25th Mar 2008 16:35
I like it. I'm a big fan of mouse wheel zooming, if you can add it.
Sasuke
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Posted: 25th Mar 2008 16:51
Cheers jason and cjb2006, just added mouse wheel zooming to my to do list. When I get it sorted, you can edit the camera speed where it says 'Speed:' at the bottom.

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