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Post by tbird on Oct 23, 2018 7:54:27 GMT -6
T-Bird Framework: Simple tools and functions to aid in game creation.
Links removed until I can upload the new versions, as the old ones don't reflect properly the new direction and features, as such nothing is compatible from the old versions to the upcoming new ones.
Features:
-Arbitrary placement editor. -Custom sized grid snap. -Hide/Show Layers. -Custom layer parallax values. -Hide/Show vertical entities. -Full info on entities on info panel. -Automatically assigns ID's for Images/Entities placed. -Automatic depth sorting for isometric and top down. -Hold L-Shift to cancel grid snap.
Ver0.45a -Fixed screen sizing to show arrow and entity list box properly. (will provide smaller resolution fix soon)
Ver 0.46 -Independent editor use now functional, Put all images in a folder "Images" in same directory as editor it will automatically load them on startup (only *.png right now) -Small loading bug fixed -ReadInput bug fixed (now the string always gets reset to "") (hopefully) -Removed Z-Order it was redundant -4 Layers added (9 Total) 8 can now have modifiers set for scrolling, or parallax. -Fixed text positions on layer and angle boxes -Saving and loading now keeps track if an image was placed with or without gridsnap -Loading bug fixed in Non-Framework loading (was not loading every image in folder)
Ver 0.47 -Added ability to change layer to place image with next using keys (0-8)
Ver 0.50 -Loading a scene activates all layers used
-Refresh scene function (new scene) added
Ver 0.50.1 -Loading Bug Fixed
Ver 0.55 -Scene editor now shows screen resolution box for easier visualization -Physics engine introduced (friction, gravity)
Ver 1.00 -Numerous bug fixing -Large code overhaul -Project Manager added
Ver 1.1 -Collision engine overhaul, much leaner, and way less wasted iterations -Early bucket testing
Ver 1.12 -Important Functions added -Finding entity by name or ID -Placing all entities of same name or ID in a custom named Array
Ver 1.16 -Collision engine now properly integrated with layer '8' as a sensor layer, most efficient way to see if something touches without needing a change to the physical properties -Render engine now properly sorts Isometric tiles based on 3 points as opposed to 2 which led to popping textures
Ver 1.18 -Scene editor will now only select something if the respective layer is active
Ver 1.18.1 -Another loading bug if file didn't exist would nuke the program fixed!
Ver 1.20 -Search box now added to scene editor for easy finding of an entity
Ver 1.22 -Can use mouse wheel now to scroll entity list
Ver 1.22.1 -Main Id wasnt incrementing properly Fixed!
Ver 1.23 -Multiple collision boxes added to editor, 4 max per entity (Collision Initialization not updated yet)
Ver 1,23.1 - Negative values finding their way into Scene ID's, Fixed!
Ver 1.23.2 - Deleting multiple entities in random order was causing Scene ID to increment funny, Fixed!
Ver 1.24 -Added routine to warn user if Polygon collision is concave (collision routine is for convex only)
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Post by n00b on Oct 23, 2018 21:35:52 GMT -6
This will be awesome for anyone who wants to make a diablo style game. I am looking forward to the progress on this. This is really showing off some power in rcbasic that has never been seen before.
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Post by tbird on Oct 23, 2018 22:48:02 GMT -6
Yes a Diablo style game would be awesome!
I didn't get a chance today, to do much on anything, tomorrow I am planning on getting some more done.
So far RC has surpassed my needs, I haven't found a stutter yet. I have done a few stress tests for my framework needs and not a hiccup.
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Post by tbird on Oct 31, 2018 10:45:29 GMT -6
Bad news: I had a whoops, and deleted the wrong folder before I sync'd it to MEGA so I lost alot of progress on my scene editor. I have resolved the way I do it now so it's 'me' proof.
Good news: The parts I re-wrote now work better and are more efficient, so hey, not so bad!!
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Post by n00b on Oct 31, 2018 13:32:37 GMT -6
I have been there. You should think about using github. I saved myself so much headache by using it.
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Post by tbird on Oct 31, 2018 21:44:33 GMT -6
I will look into Github. On another note, I don't know why I like adding too much shit, but I started adding Live Editing to the scene editor, so you can play the game and add things in a debug enviroment. This is going to be simple and probably won't go very deep, but it might....It's fun. I also managed to improve my rendering loop about 300% by not being stupid lol, now I can jam pack a scene with all sorts of entities and move the camera around and never dip the FPS. Things are looking good.
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Post by n00b on Nov 1, 2018 9:23:11 GMT -6
Adding features like that is not too much. It will probably improve your productivity in the long run. Originally I was going to use tiled but decided on building the complex editor I have now because of the amount of time I would save on the backend. I was even planning on making a sprite editor before I discovered aseprite which fit my needs perfectly.
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Post by tbird on Nov 3, 2018 23:32:15 GMT -6
Scene editor update, saving/loading for framework is working(again).
Almost done general use saving loading and then will be the very early release.
I was thinking of tiled also, but then I remembered how much I do not like using tiles compared to arbitrary placed images, so much more freedom, and you can make something in tiled save it as an image and import it into this scene editor.
Live editing will be a completely separate project as I have thought of 2 ways I would do it, without research so there may be many more lol, as I try and find what I like best, and as to not break the editor it will be a side project, that if it is gaining traction then it will be merged.
Entity editor is almost ready for public viewing.
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Post by tbird on Nov 8, 2018 9:08:16 GMT -6
Quick Update.
I had to take a break from the frame work, I was getting obsessive over fps in my rendering loop, and it was driving me nuts. So I spent some time making some set pieces for my game, and made something pretty sweet, will show probably tomorrow once I finish. I fixed a small array bug in the scene editor, and did make the rendering more efficient once again. The scene editor will be up this weekend, it will come with documentation, and also a loader example. Then I will work on the SDLBasic loader example and post the editor on the SDLBasic site.
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Post by tbird on Nov 9, 2018 9:08:30 GMT -6
Here is the set piece I was working on, the door is almost done it will be in pieces, and also a seperate door that will be breakable in game.
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Post by tbird on Nov 12, 2018 13:49:49 GMT -6
Another update:
Have to fix a few annoying bugs then will be uploading it in the next couple days, the usage separate from Framework is not going to be implemented yet.
The way it's made was with less then ideal methods with just switching to images. Everything's dependant on Entities and the way they work, it was done for ease of finding bugs and trying to half-ass it yesterday just gave me a headache.
So I will take my time rewriting a lot of the functions for non-framework usage.
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Post by n00b on Nov 12, 2018 15:17:26 GMT -6
The set piece looks pretty good. What do you mean by rewriting functions for non-framework usage?
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Post by tbird on Nov 12, 2018 22:05:56 GMT -6
I want the editor to be used separately if someone wishes without having to create entities, and such, just add images and place them, load them up later with their own display routine.
But....the way I wrote my functions they are completely dependant on Entities existing, so instead of making a mess of code, I will have to rewrite a bunch from scratch to deal with just images.
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Post by tbird on Nov 13, 2018 22:01:37 GMT -6
Oops it has the wrong doc file, I am away from my computer now so....left click selects, right click deselects, click on placed entity to see info, layers can turn off and on, v toggle is to hide vertical entities....theres more but I am out of time lol. Tomorrow I will fix.
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Post by n00b on Nov 13, 2018 22:07:19 GMT -6
Cool. I don't know if you saw my message in discord but it is basically over some of the controls. Very impressive though.
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