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DugIt
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« Reply #200 on: February 19, 2009, 05:22:48 PM »

It's pretty easy to figure out.

I'm really diggin the layout so far.

I have a custom map in the works, complete with an ambient backround! Think Stalker:SoC.

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BMcC
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« Reply #201 on: February 20, 2009, 07:41:46 AM »

HOLY-- BQed! Evil

Awesome awesome.  It's so great to be able to see all the tiles and objects.  I'll work on a BQ update this weekend to go along with it. 

You should start a thread for bug reports and feature requests and such. 
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Snakey
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« Reply #202 on: February 20, 2009, 12:31:38 PM »

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You should start a thread for bug reports and feature requests and such.
Aye, this is what Mantis is for Smiley
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BMcC
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« Reply #203 on: February 20, 2009, 08:19:47 PM »

Ah, yes, right on. Durr...?
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Snakey
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« Reply #204 on: February 24, 2009, 01:55:18 AM »



Changed quite a few things. I changed the way the tools work, and they're no longer in the main frame's tool bar. They are now within their own tool frame, which hovers above the main frame. I've decided to change the way the tile assigning system works by using a paint brush system instead. So now, you select the tile you want to use and you just paint it on the level. This is also the same for placing scripts in the map.

Other than that, I sat down and made some new icons for the tools menu as well. I probably will make some colored tiles for the tile types as well. Another release may occur at the end of this month.
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BMcC
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« Reply #205 on: February 24, 2009, 08:41:28 AM »

Ah, neat.  I think paint-style drawing would feel a lot better, yeah.

I forgot to mention how much I liked your icons for the different tile types!  I'll work with you soon to externalize more of the game's engine for this editor.  It'd be great to allow for defined tile size, type names, screen size, etc.  And perhaps there could be a larger set of icons that could be picked from the tile type file.
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Snakey
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« Reply #206 on: February 24, 2009, 04:57:42 PM »

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Ah, neat.  I think paint-style drawing would feel a lot better, yeah.
Yeah me too. It's not until I started trying to use this seriously that I realized that the method I was using now wasn't very efficient.

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I forgot to mention how much I liked your icons for the different tile types!
Thanks. I did them pretty quickly actually. I'd prefer to color them some how, but I'm not sure what colors to use yet to make them work with everything else.

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I'll work with you soon to externalize more of the game's engine for this editor.
Sure. Most of everything is reasonably flexible in this editor right now, requiring subtle changes to allow some of the hard coded values to be in a config or whatever.

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It'd be great to allow for defined tile size, type names, screen size, etc.  And perhaps there could be a larger set of icons that could be picked from the tile type file.
Certainly, but that would be quite a big change to your file formats, no?
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BMcC
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« Reply #207 on: February 24, 2009, 05:08:41 PM »

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It'd be great to allow for defined tile size, type names, screen size, etc.  And perhaps there could be a larger set of icons that could be picked from the tile type file.
Certainly, but that would be quite a big change to your file formats, no?
Nah, it'd be no problem!  None of the existing files would have to know these things.  It'd just be another file containing some specs (which the game could output itself, now that I think about it).
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Snakey
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« Reply #208 on: February 24, 2009, 06:54:52 PM »

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Nah, it'd be no problem!  None of the existing files would have to know these things.  It'd just be another file containing some specs (which the game could output itself, now that I think about it).
Alrighty, should be no problems.
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Snakey
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« Reply #209 on: February 26, 2009, 01:51:02 AM »



More updates
- You can now 'paint' tiles into the level using the tile painting tool
- You can now 'paint' scripts into the level using the script painting tool
- I plan to add a 'Check for Errors' button, which will point out common issues
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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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« 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.

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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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« 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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« 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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