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879889 Posts in 33010 Topics- by 24383 Members - Latest Member: celloe

May 25, 2013, 07:34:21 AM
TIGSource ForumsDeveloperCreativeCollaborationsArchived ProjectsBalding's Quest (Moderator: BMcC)Balding's Quest: Milestone 3 Development
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Author Topic: Balding's Quest: Milestone 3 Development  (Read 62315 times)
DugIt
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« Reply #210 on: February 26, 2009, 01:48:08 PM »

Awesome, plain and simple.     Wizard
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BMcC
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Brandon McCartin


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« Reply #211 on: February 27, 2009, 10:55:22 AM »

Yes, for sure.  I can't wait until the next version.

Hey, Snakey!  Did I ever tell you how to interpret the tile rotation value?  If not:

0 == Normal, no rotation
1 == Rotated 90 degrees (clockwise, I believe)
2 == Rotated 180 degrees
3 == Rotated 270 degrees
4 == Flipped vertically, no rotation
5 == Flipped vertically, rotated 90 degrees
6 == Flipped vertically, rotated 180 degrees
7 == Flipped vertically, rotated 270 degrees

This should allow for all possible tile variations.
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Snakey
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« Reply #212 on: February 27, 2009, 12:26:40 PM »

Awesome, you have now.
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BMcC
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« Reply #213 on: February 28, 2009, 12:43:13 AM »

Hehe, cool.  Smiley

Does that make the Dungeon level look right?  I guess you could cross-reference it with the game.
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Snakey
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« Reply #214 on: February 28, 2009, 02:10:19 AM »



I think I got it right with the rotations and so forth... adding a screenshot button. This should be handy for uploading screenshots to the forums.

Quote
BMcC
Are you able to include -map option to the game executable? That way I can launch the game using the map as a command line param. This will let me launch the game from the editor, making it even easier to test the map.
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BMcC
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Brandon McCartin


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« Reply #215 on: February 28, 2009, 08:38:06 AM »

Nice, that looks perfect. Hand Thumbs Up Right

... Are you able to include -map option to the game executable? That way I can launch the game using the map as a command line param. This will let me launch the game from the editor, making it even easier to test the map.
I could surely make this happen. Cool
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Widget
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« Reply #216 on: February 28, 2009, 10:06:51 AM »

Just wanted to say it's a real joy to see how you're working together and how that collaboration is helping drive development of both BQ and BQed. I'm also really excited at the thought of all the maps we're gonna see as BQed gets closer to a 'final' release  Grin
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Snakey
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« Reply #217 on: February 28, 2009, 03:17:57 PM »

Tongue

It's been great fun working together with BMcC. There needs to be more collaborative projects on TigSource really.
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BMcC
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« Reply #218 on: March 01, 2009, 01:47:46 PM »

High fives all around! Corny Laugh
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Snakey
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« Reply #219 on: March 02, 2009, 12:04:03 AM »



Changes:
  • MDI style interface was used here so that the level panel could be moved around
  • Paint tile types now
  • Fixed critical error when saving maps
  • Fixed tileset palette resizing errors, when it first appears it shouldn't be tiny
  • Fixed rounding errors between the editor and the game

http://www.digitalconfectioners.com/download/bqed/BqEd02032009.zip
« Last Edit: March 02, 2009, 01:12:43 AM by Snakey » Logged

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BMcC
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« Reply #220 on: March 02, 2009, 05:08:06 PM »

Oh sweet nectar, a new version! Grin

Hey, instead of BQed wrapping the BQ folder, could it work from within the BQ folder?  I'd like to pack it in with the next big update...
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Snakey
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« Reply #221 on: March 02, 2009, 11:31:49 PM »

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Hey, instead of BQed wrapping the BQ folder, could it work from within the BQ folder?  I'd like to pack it in with the next big update...
Well, BqEd actually does this by default right now. It does actually have a path that you can set eventually ... I just need to enable it!
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BMcC
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« Reply #222 on: March 03, 2009, 02:00:20 AM »

Far out. Smiley

Some things I noticed today:  I'd like it if the tile and script browsers stayed above the main window, like the Tools.  Whenever I moved the map I had to maximize them again.

Also, when the main window's maximized and you open the script or tile browsers, they appear to the right of the window, off the screen.  (At least, I think that's what happened.)

What else... tool-tips would be nice!  And maybe text at the bottom of the window or something that immediately shows what button you're over.

Also also (sorry, I haven't slept in a while) -- how do you delete objects and how do you rotate tiles? Embarrassed
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Wahooney
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« Reply #223 on: March 03, 2009, 06:30:51 AM »

I agree with BMcC, Tile and Script panels as always on top and more discoverable tools, tooltips, etc.

I'm pretty new to the whole BQed thing so I may just be missing some know-how, but I can't even make ladders or floors (which I did easily with the built-in editor).

So... the short list:
1. Floating Tile/Script panels
2. Discoverable tools / Editor Documentation
3. Continuous painting of tiles (one-click painting gets tedious when drawing long floors, walls, etc.)

Besides that the editor is looking pretty cool so far and I hope it keeps evolving   Beer!Hand Shake Right
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Snakey
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« Reply #224 on: March 03, 2009, 11:27:07 AM »

Quote
I'd like it if the tile and script browsers stayed above the main window, like the Tools.
Alright, this will be implemented in the next version. By default those windows will be set to stay on top, but can be turned off when it is implemented.

Quote
Also, when the main window's maximized and you open the script or tile browsers, they appear to the right of the window, off the screen.  (At least, I think that's what happened.)
Ahh yes. I shall fix this for the next version.

Quote
What else... tool-tips would be nice!  And maybe text at the bottom of the window or something that immediately shows what button you're over.
I'll try to add these for the next version.

Quote
how do you delete objects and how do you rotate tiles?
You can't at the moment. Again, I will implement this in the next version.

Quote
Continuous painting of tiles
Ahh yes, a good usability suggestion. I shall add this in the next version.

All of these issues have been logged on Mantis by. I'll try to keep it updated between here and there, but it'll be easier if everyone with bug reports or usability suggestions could sign up and report their issues there for me Smiley

The link to Mantis is, http://www.digitalconfectioners.com/mantis
« Last Edit: March 03, 2009, 04:59:05 PM by Snakey » Logged

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