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AppGameKit Classic Chat / AGK Scene Builder (new alpha version)

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baxslash
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Posted: 30th Nov 2016 22:52 Edited at: 30th Nov 2016 22:55
I've just added a link for the alpha version of my updated scene editor here: WIP Thread

Below is a screenshot of the "Test Scene" included in the example project:


Please let me know what you think. I have a lot more features to add but it currently supports:
Adding Sprites (naming, positioning, physics, shape, shaders)
My own built in particle system and editor (naming, positioning)
Lighting (naming, colour, range, point / area, ambient light)
Layer system

Coming soon:
Sprite animation
Spine / Spriter support
More shaders
Snap to Grid / Sprite
Enhancements to existing features such as enhanced shape definition
More commands to manipulate the scene more easily
Suggestions???
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blink0k
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Posted: 30th Nov 2016 23:41
Looks awesome. How do i move about the scene? Like move the Viewport right/left/up/down?
baxslash
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Posted: 1st Dec 2016 07:19
Quote: "Looks awesome. How do i move about the scene? Like move the Viewport right/left/up/down?"

Thanks! Hold middle mouse button to pan and scroll the wheel to zoom.
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JohnnyMeek
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Posted: 1st Dec 2016 07:44
This is really awesome.

It crashes for me whenever I try to quit from the particle editor. Screen attached.

baxslash
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Posted: 1st Dec 2016 08:24
Hi Johnny, no screenshot here. Can you re-upload. Also can you confirm if your machine is 32/64Bit? Might be I need to change some build settings...
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JohnnyMeek
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Posted: 1st Dec 2016 09:00
Forgot to hit upload...

It's a 64 bit Windows 8.1machine.

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baxslash
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Posted: 1st Dec 2016 09:11
Might need to create an installer after all. Might also need to change where I'm writing some data to... balls!
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Scraggle
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Posted: 1st Dec 2016 09:37 Edited at: 1st Dec 2016 09:38
Quote: "It's a 64 bit Windows 8.1machine."

I'm sorry to hear that

Looking good baxslash. I thought you'd given up on this. Good to see it is back up and running
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baxslash
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Posted: 1st Dec 2016 11:33
Quote: "Looking good baxslash. I thought you'd given up on this. Good to see it is back up and running "

Thanks Scraggle! Just taken me a while to have some time to devote to it. I really want to make this work but the way the display app is embedded into the .Net app is not ideal. I am severely tempted to take this editor over to DarkBasicPro!!!
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Scraggle
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Posted: 1st Dec 2016 12:06
Quote: "I am severely tempted to take this editor over to DarkBasicPro!!"


I know what you mean!
I've tried writing tools for AppGameKit and have all but given up.
There are pros and cons to the three methods of writing a tool (AGK exclusively, DBP exclusively, .net/AGK) and none of them are what I would call ideal solutions.

I think (and I have thought about it a lot) that writing it in DBP is probably the best solution but far from perfect. Some things are difficult to reproduce and some are close to impossible (text display, particles, physics, sprite scissoring etc.)

Good luck with it!
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baxslash
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Posted: 1st Dec 2016 13:43
Wouldn't be too hard to replicate most of this in AppGameKit to be honest just using boxes and the right font... I might just save myself a headache and re-write the interface, again!
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MadBit
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Posted: 1st Dec 2016 13:54
baxslash wrote: "I am severely tempted to take this editor over to DarkBasicPro!!!"

Or you use AppGameKit Tier 2. It's easy to integrate a AGK-Window in an Application.

Share your knowledge. It\'s a way to achieve immortality. (Tenzin Gyatso)
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baxslash
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Posted: 1st Dec 2016 14:47
Quote: "Or you use AppGameKit Tier 2. It's easy to integrate a AGK-Window in an Application"

Yeah, but my C++ is rubbish. I've been spoiled by managed .Net languages!
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george++
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Posted: 1st Dec 2016 14:57 Edited at: 1st Dec 2016 14:58
Quote: "Or you use AppGameKit Tier 2. It's easy to integrate a AGK-Window in an Application"

Could you please post a simple example?
Scraggle
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Posted: 2nd Dec 2016 08:03
^^^ What he said!
I'd like to see an example of that too please
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MadBit
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Posted: 2nd Dec 2016 08:16 Edited at: 2nd Dec 2016 09:44
@george++ and Scraggle
Technically, you already have an example. E.g. The template 'template_windows'. Open the file 'Core.cpp' in lines 711 - 754 is the whole AppGameKit control. The most important line is 714, where the AppGameKit engine (OpenGL) is initialized. As you can see, there is a window handle passed. In this case, the main window, which has been created before (line 705). So you can also create an application with many child windows, and pass one of them to initialize.
I like to use wxWidgets with wxFormBuilder. A wxAGK template you see below for download (VS2015).



To install this tmeplate see here.
You also need the wxWidget-Libraries and Includes. (attached below)
Set the environment variable WXWIN to the folder where you have unpacked the libraries.

EDIT:
The libraries are too large. Download please from here.

To apply and understand the template, are good c ++ knowledge required. (easy means for c++ developer )

@baxslash
As I read it from another thread, the communication between the editor and the AppGameKit window is about a file that is written and read. Have you ever thought to make the communication over the network commands. Would be faster, I think. The Editor as Host/Server or whatever and the AppGameKit Windows as client.
It's only an Idea.
Share your knowledge. It\'s a way to achieve immortality. (Tenzin Gyatso)
Pixie-Particle-Engine

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baxslash
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Posted: 2nd Dec 2016 08:35 Edited at: 2nd Dec 2016 08:41
Quote: "As I read it from another thread, the communication between the editor and the AppGameKit window is about a file that is written and read. Have you ever thought to make the communication over the network commands. Would be faster, I think. The Editor as Host/Server or whatever and the AppGameKit Windows as client.
It's only an Idea. "

Actually that's what it's doing now.

The annoying thing is it works great on my machine but there are so many places where it can go wrong it would just be easier to rewrite the interface. I started doing that last night and got as far as creating the same font, main background and side panel. Also started building most of the main types and it all just feels easier and more stable already. I will see how I get on!
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george++
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Posted: 2nd Dec 2016 19:48
@MadBit:Thank you very much for this valuable info
Ortu
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Posted: 2nd Dec 2016 22:06
Agreed thanks MadBit, that's handy


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