Bennett
Jinky Jonky and the Spell of the Advergamez 3
Level 10
|
|
« Reply #240 on: March 23, 2009, 06:45:02 PM » |
|
It would be great if there was a speech bubble system.
|
|
|
Logged
|
|
|
|
Snakey
|
|
« Reply #241 on: March 23, 2009, 11:20:34 PM » |
|
- Implemeted proper foreground and background tile rendering.
- Added accelerator keys or keyboard short cuts.
- Changed the error dialog box from using a wxTreeCtrl to a wxListCtrl for better appearances.
- Added BqEd shortcut to the installer.
- Added tool tips for the tile type tool palette.
- Added tool bar radio tools to allow you to view all tiles, foreground tiles and background tiles.
|
|
|
Logged
|
I like turtles.
|
|
|
Snakey
|
|
« Reply #242 on: April 01, 2009, 12:46:30 AM » |
|
- Rewrote the selection code. Display should now render selection boxes appropriately dependent on circumstances. Selecting something already selected will deselect it.
- Rewrote move code. Scripts will now have a highlighted box indicating which ones will be moved. Cursor also changes to a move cursor.
- Added foreground and background painting tools to allow the user to select which tiles are in the background or foreground layer.
- Selection code is now implemented. Select All, Select All Tiles, Select All Scripts.
I haven't had a lot of time to work on this week, but somethings did get developed for the better.
|
|
|
Logged
|
I like turtles.
|
|
|
DugIt
|
|
« Reply #243 on: April 02, 2009, 07:39:06 PM » |
|
So...What's up with our favorite project?
BMcC, I'm still highly interested in using this for my project. I can't wait to get started on it.
|
|
« Last Edit: April 02, 2009, 07:43:41 PM by DugIt »
|
Logged
|
|
|
|
medieval
Guest
|
|
« Reply #244 on: April 03, 2009, 09:43:11 AM » |
|
using this for my project. That's what I'm planning to do as well
|
|
|
Logged
|
|
|
|
DugIt
|
|
« Reply #245 on: April 03, 2009, 06:59:12 PM » |
|
That's what I'm planning to do as well Neat! What kind of project were you preposing to do?
|
|
|
Logged
|
|
|
|
medieval
Guest
|
|
« Reply #246 on: April 04, 2009, 01:26:38 AM » |
|
That's what I'm planning to do as well Neat! What kind of project were you preposing to do? A collab game with sereneworx. That's all I'm telling.
|
|
|
Logged
|
|
|
|
Snakey
|
|
« Reply #247 on: April 06, 2009, 06:14:14 AM » |
|
- Changed tile type icons to coloured versions to match tile type images displayed within the map.
- When closing the main frame with a dirty map, it will now ask if you would like to save it. Clicking on cancel will veto the close operation.
- Fixed bug which would remove dirty status when you select 'New' and then 'No'.
- Levels can now be dirtied.
- Added foreground and background image icons. These are toggled when the user selects the 'Paint Background Tile' tool, or 'Paint Foreground Tile' tool.
- Level screen shot rendering is now fixed and will no longer render incorrectly zoomed images, nor show editor specific images/icons.
- Fixed potential memory leak when the editor fails to unload the current level. This is caught when the editor closes down now.
- Added undo and redo for most of the current actions available to the user.
- Added undo and redo accelerator keys.
- When the frame closes, it will check if the map is dirty, and if so it will ask if the user wishes to save the map.
- Tileset palette window can now open a preview window for the current tile set.
- Added undo and redo toolbar buttons.
Downloads for version 07042009 is available here.[/list]
|
|
|
Logged
|
I like turtles.
|
|
|
Corpus
Guest
|
|
« Reply #248 on: April 07, 2009, 10:42:59 AM » |
|
Really awesome, Snakey! I've been twiddling around in BQEd for a few nights now.
One question: is there any way to set a script's start value, yet?
|
|
|
Logged
|
|
|
|
Snakey
|
|
« Reply #249 on: April 08, 2009, 12:35:10 AM » |
|
One question: is there any way to set a script's start value, yet? I know that scripts can have some value attached to them, and from memory that value does different things for different scripts? I can't remember... but I'll add it on my todo list.
|
|
|
Logged
|
I like turtles.
|
|
|
Corpus
Guest
|
|
« Reply #250 on: April 08, 2009, 01:01:07 AM » |
|
Yeah. You use it to specify the orientation of lasers, direction of movement of platforms, which switches link to what etc.
In the in-game editor you set it by holding the object with your mouse and pressing a number, which is a bit fiddly, but with BQEd's selection system it should be a lot easier, user-interaction-wise.
|
|
|
Logged
|
|
|
|
Snakey
|
|
« Reply #251 on: April 09, 2009, 06:45:12 AM » |
|
Here's what I ended up doing. When you double click on a script, or access a script's properties via other means (toolbar, main menu, context menu) a window will pop up like this. This will allow you to edit the position and attributes of the script(s).
|
|
|
Logged
|
I like turtles.
|
|
|
Corpus
Guest
|
|
« Reply #252 on: April 09, 2009, 08:33:12 AM » |
|
Savage. I finished my first BQ level last night, using your editor I'll post it as soon as I think of a name for it.
|
|
|
Logged
|
|
|
|
medieval
Guest
|
|
« Reply #253 on: April 09, 2009, 08:41:12 AM » |
|
Basing this on my mind's logic, but who knows if I'm wrong: BQed will also work for any games built on the BQ engine, am I right?
|
|
|
Logged
|
|
|
|
Corpus
Guest
|
|
« Reply #254 on: April 09, 2009, 11:07:38 AM » |
|
Yup.
It'll be restricted to single-screen games for the time being, though, I guess.
|
|
|
Logged
|
|
|
|
Snakey
|
|
« Reply #255 on: April 09, 2009, 03:02:40 PM » |
|
BQed will also work for any games built on the BQ engine, am I right? I think so. That last time I talked to BMcC he did mention if that was going to be the case and I said it would. It's very likely that I will release the source code to BqEd anyways, so people would probably be able to alter BqEd for their particular versions of the Bq engine.
|
|
|
Logged
|
I like turtles.
|
|
|
Snakey
|
|
« Reply #256 on: April 11, 2009, 06:20:08 PM » |
|
- Added undo and redo for script adding.
- Added undo and redo for script deletion.
- Updated tile type icons so they are less bland by adding a slight overlay gradient to them.
- Updated view foreground only and view all icons as these were causing problems when disabled.
- Level panel will zoom in and zoom out when the user holds Control and uses the Mouse wheel.
- Added most of the tool bar tools into the main menu.
- Added accelerator short cut keys for the majority of the program.
- Widgets will disable themselves if no level has been loaded, or enable themselves when a level has been loaded.
- Added play level button, which launches Balding's Quest as a synchronous thread. BqEd will become unresponsive until Bq is closed.
- Added editor path into BqEdPath.
- When double clicking on a script, a script properties window will appear allowing the user to adjust the properties.
Downloads are located here.
|
|
|
Logged
|
I like turtles.
|
|
|
Snakey
|
|
« Reply #257 on: April 25, 2009, 05:59:52 PM » |
|
Well I think the project is nearing the end of all development really. I'm pretty happy with the way things have gone. A few more features will be added and that's all. Last update scheduled for either next few days or in the end of May.
|
|
|
Logged
|
I like turtles.
|
|
|
BMcC
|
|
« Reply #258 on: April 26, 2009, 09:44:05 AM » |
|
Whoa, incredible.
Hey, um... I actually added something to the map files. Two new values per tile: Collision Mask and Mask Rotation. You could just have them read in and save as 0 0, cuz I'll probably cripple the slope functionality until BQ is done. But I've already updated all the map files if you need them.
|
|
|
Logged
|
|
|
|
Jotaf
|
|
« Reply #259 on: June 13, 2009, 07:39:48 PM » |
|
Hmmmmmmmmm... just wondering... does summertime mean everyone's gonna contribute more or less to BQ?... (EDIT: BTW BMcC the chicks totally dig your avatar, sorry but I had to steal it for a few days no hard feelings right? )
|
|
|
Logged
|
|
|
|
|