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DarkBASIC Professional Discussion / Free RPG/Game Creator community project

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WLGfx
17
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Joined: 1st Nov 2007
Location: NW United Kingdom
Posted: 15th Oct 2011 21:21
2D Level Editor:

. Any size sprites for easier general use.
. Snapping coords for placement of sprites.
. Integrated zone editor for sprites. (possibly the option to swap between zones and line editing ie polygon zones)
. Non 2d array level design.
. Levels designed for both platform and dungeon types.
. Sprite sheet editor.
. Multiple layers for background and foreground and item placement.

Requirements:

. Sprite sheets. (Tons of free ones through google)

TO DO:

. Who's writing the level editor?
. Build a collection of level design sprites.

I can provide the C/C++ plugin/dll to make the editor much easier to write. Such as the map drawing functions to save all the fuss of doing it in DBP and maybe some GUI code.

Mental arithmetic? Me? (That's for computers) I can't subtract a fart from a plate of beans!
Warning! May contain Nuts!
zenassem
22
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Location: Long Island, NY
Posted: 15th Oct 2011 22:51
I have a gmail account, aim, and perhaps a google talk account. send an email to my hotmail account. zenassem(at)hotmail(dot)com, and I'll reply with my gmail info.

Your signature has been erased by a mod please reduce it to 600 x 120.
WLGfx
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Location: NW United Kingdom
Posted: 15th Oct 2011 23:41 Edited at: 16th Oct 2011 02:57
@zenassem - Sent you an email.

@Da-Rhyno - Attached is an updated and fully working dll.

Commands so far:



Here's some information for using the "W32 MESSAGEBOX()" function:



Also, I tested it out with this very simple piece of code:



Hope it helps!!!

EDIT: Looking into creating an input box similar to the message box that will return a string for DBP to use...

Mental arithmetic? Me? (That's for computers) I can't subtract a fart from a plate of beans!
Warning! May contain Nuts!
Da_Rhyno
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Posted: 16th Oct 2011 06:24
Thanks! That should help us quite a bit. Check your email WLGfx, when you get the chance. You too, zenassem.

I can do some work on the editor, though right now I'm focusing on trying to write a wrapper for Python to use in DBPro for the actual run-time executable that we'll be putting out with the levels. (Namely for events as said before.)

Quote: ". Multiple layers for background and foreground and item placement."


I'm thinking we could use a tabbed interface for the different layers. Like "Tab1" for Layer1, "Tab2" for Layer2, etc...
Da_Rhyno
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Posted: 17th Oct 2011 06:07
I'm currently working on a MAP file format according to the specifications listed above, hopefully I'll have something we can work with soon. I'm making it as generic as possible.
zenassem
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Location: Long Island, NY
Posted: 22nd Oct 2011 03:07
Replied to E-mail

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zenassem
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Posted: 22nd Oct 2011 04:38 Edited at: 22nd Oct 2011 04:53
@Da_Rhyno,

It may be of help to take a look at....


The TMX Map Format used in Tiled (XML Map Format)
https://github.com/bjorn/tiled/wiki/TMX-Map-Format
I have a link to the Tiled editor at the end of this post.



Tile Studio by Mike Wiering
http://tilestudio.sourceforge.net/

I have attached a modified DBpro .tsd file to this post, that works with DBpro version 1.071. The .tsd file is used for automatic code generation for specific languages, as well as custom exports. I also have other .tsd files like XML.

Tile Studio [download link]
http://tilestudio.sourceforge.net/ts.zip

Example Projects [download link]
http://tilestudio.sourceforge.net/examples.zip
These examples contain a .TSP file (with the graphics and maps), a .TSD file (which specifies the output format for that particular programming language) and the source code for the project. Most examples also include a working executable.

Tile Studio Complete Tutorial link
http://tilestudio.sourceforge.net/tutor.html
Be sure to look at Creating a .tsd It gives insight into a lot of the information that is included in the editor.
http://tilestudio.sourceforge.net/tutor.html#CreateTSD

=====

Tile Studio may give you ideas of things that you may want to consider as part of the map/tileset editor. There are other Map Editors out there (some that include ISO map handling; (though none do them very well). Some that I have looked at include...

Tiled (handles ISO maps/tiles)
http://www.mapeditor.org/

Mappy
http://www.tilemap.co.uk/mappy.php

Your signature has been erased by a mod please reduce it to 600 x 120.
gwheycs62egydws
15
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Location: The World
Posted: 23rd Oct 2011 16:25
hey all

this message is for "WLGfx"

I am trying your latest winapi fileselector

the example provide before dose not work with the new change
can you please post a new one

I have also built the ini file for it and is attached to this post

If a thought is Just a thought ~ so whats the main thought ?
gwheycs62egydws
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Posted: 23rd Oct 2011 17:01
never mind "WLGfx"

things work fine

I was using an old copy

this is much easier to use than the code
some one else made which had to be dba addon

If a thought is Just a thought ~ so whats the main thought ?
gwheycs62egydws
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Posted: 23rd Oct 2011 17:09
well almost

It opens up the file picking window

I pick the file I want

the path shows up

and the program ends

I would have thought it should show the file I pick
then the program quits

I wish DBP had the one thing QuickBasic 7.1 had which
was a query spot at the bottom ware you could find out
what $ had what info inside of them

If a thought is Just a thought ~ so whats the main thought ?
WLGfx
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Location: NW United Kingdom
Posted: 23rd Oct 2011 17:10 Edited at: 23rd Oct 2011 17:12
Hi and thanks resourceful... I've been having problems with integrating the file selector into DBP. It works fine with anything C/C++ code but as a plugin there's something somewhere I'm not loading up. ie the comctrl32.lib (for the common controls)... I will get it fixed and the full functionality for the Load/Save/Directory selection will work soon.

I'll post it as soon as for anyone who needs it.

I need it also for: http://forum.thegamecreators.com/?m=forum_view&t=190567&b=1

And I'm hoping to get help from here: http://forum.thegamecreators.com/?m=forum_view&t=190633&b=18

Mental arithmetic? Me? (That's for computers) I can't subtract a fart from a plate of beans!
Warning! May contain Nuts!
gwheycs62egydws
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Posted: 23rd Oct 2011 17:38
WLGfx

ahh ok

at this point c++ stuff is a little more than I am ready for

for now I've put together every thing you posed and what I built

so others can grab it

when you got the bug worked out I will add in the dll to this

If a thought is Just a thought ~ so whats the main thought ?
WLGfx
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Location: NW United Kingdom
Posted: 23rd Oct 2011 18:19
Thanks...

I hadn't put together the ini file and documents mainly because it wasn't fully working. As soon as it's done I'll update them. Brilliant stuff.

I'm an old hat programmer of 30 years of doing it so C/C++ is definitely my kinda stuff I prefer using. Fingers crossed someone will be able to point out what the problem is.

Mental arithmetic? Me? (That's for computers) I can't subtract a fart from a plate of beans!
Warning! May contain Nuts!
gwheycs62egydws
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Posted: 23rd Oct 2011 19:14 Edited at: 23rd Oct 2011 19:16
WLGfx

please just consider my contribution to the project

right now I am playing catch up

I've been around computers since 1984
but my learning speed as been real slow
and it's only been in the 10 ware I was more interested in creating games

and the last 2 years ware I have started to get closer

sooo many peaces to understand

look for

Kelebrindae : Posted : 26th Apr 2007 03:10

this might help you understand

If a thought is Just a thought ~ so whats the main thought ?
WLGfx
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Location: NW United Kingdom
Posted: 24th Oct 2011 00:28
Yeah... I had a good read and compared with my code. I've tidied and cleaned and gleaned everything in my code after reading through that... Thanks... I might double check the libraries that are needed though. The link has been very helpful, especially whilst comparing and cleaning everything up.

With what you're saying about so many pieces to understand, I've found that now I'm back into programming a lot more. These days there's much more to consider, learn, understand, mix and match together. Very confusing. That's why I'm so grateful for such engines like DBP and GDK to be available which make getting back into it easier and more comfortable.

Mental arithmetic? Me? (That's for computers) I can't subtract a fart from a plate of beans!
Warning! May contain Nuts!
Da_Rhyno
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Posted: 24th Oct 2011 01:53
zenassem - It's ironic you bring up Tile Studio, since that's one of the main programs I've used in the past. It's pretty fun to make stuff in, especially pixel-art characters.
MikeHatfield
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Posted: 28th Oct 2011 00:24 Edited at: 28th Oct 2011 01:24
This is such a great idea.


What is the progress so far?


What are you in need of code wise?
WLGfx
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Location: NW United Kingdom
Posted: 28th Oct 2011 01:31
I know Da-Rhyno has come up with many ideas so far and I'm torn between PureGDK and Dark GDK for my part (mainly because of the licensing of the beta of PureGDK).

Personally, I think it's a larger project than it started out to be, but I'm willing to be a part of it although I can't put in the hours I thought I might be able to. I will do my bits though and help with the C/C++ plugins and the editor.

The editor at this stage is based on bitmaps and images. The bitmaps can be loaded and split into separate images. The images can listed separately as sprite, ie animated or static. That way the map can have animated sections too.

The map will 'not' be a 2d array, it will be item placement, meaning the map can be of any size, and so can the sprites/images. And it will be in layers, so the ending game can switch layers of the map on and off.

Each sprite/image will also have collision zones as rectangles, useful for map collision as well as other thing within a game.

Mainly at the moment it is bouncing around ideas, Da_Rhyno has most of them.

Mental arithmetic? Me? (That's for computers) I can't subtract a fart from a plate of beans!
Warning! May contain Nuts!
Da_Rhyno
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Posted: 30th Oct 2011 06:44
Yeah... WLGfx pretty much summed it up. I'm also thinking Linemaps might be another good collision method, that way we're not just stuck with rects. We could use Lucas Tiridath's plugin for that, to alleviate a lot of the work on both WLGfx's and my part...

Like WLGfx said, we're most likely going to be doing everything in C/C++ with PureGDK or DarkGDK. As of right now it is just ideas, though he has been working on parts of the editor, I'm trying to come up with a good standard for the Run-Time Executable itself. Right now we're thinking about also allowing people to incorporate DLLs for their own scripted events in the game, using a thin framework to access variables.
MikeHatfield
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Posted: 20th Nov 2011 23:56
This is a great Idea, is anyone still working on it?
WLGfx
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Location: NW United Kingdom
Posted: 21st Nov 2011 05:02
I'll be ploughing back into the start of it as soon as I've finished my current project in the WIP forum. I do like this idea a lot and don't really want to go to the sideline.

It looks like the main editor for the levels will be better of using Dark GDK or Pure GDK. But the end usability can be done from within DBP itself.

Although I've not heard from Da_Rhyno for a while I'll drop him and email and see what he's been upto.

Mental arithmetic? Me? (That's for computers) I can't subtract a fart from a plate of beans!
Warning! May contain Nuts!

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