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Post by tbird on Dec 19, 2018 23:29:46 GMT -6
Well I have gutted my Collision/Point editor, and am rewriting it to be alot more readable and fit in with the framework better, so much ugliness lol. Entity creator is coming along slowly but have added the ability to add images to a list for animation, then will come the animation identifiers for more than one, and live display that will show the animation in the center playing where you can set the time interval between frames. Spritesheets will be added soon, and then the Collision/Point editor gets brought up to speed, THEN all 3 get progressed together till versions 0.5 where I can finally begin my game and then fix and add stuff as I need, but it will all function (hopefully lol)
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Post by tbird on Dec 21, 2018 10:37:14 GMT -6
Added image id's for which images are part of the entities animation. Naming animations is now added, live display is almost done. Collision editor is still a mess but progress has been made lol. Aiming for middle of January to have all three up to speed.....but life has a way to intervene.
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Post by tbird on Jan 4, 2019 8:58:38 GMT -6
Well got identifiers up, it's odd how it is in the folder in order but it displays it randomly, the files I load up I mean. Instead of being 1-7 its 6-4-2-5-3-1 or something like that...will investigate later. Live preview is working as expected and can now change the delay for the frames.
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Post by n00b on Jan 4, 2019 11:27:15 GMT -6
I will check this out as soon as I get home.
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Post by n00b on Jan 5, 2019 11:07:31 GMT -6
I finally checked out the video. It looks really good. Will this also be able to support spritesheets? Also do you already have support for animated tiles implemented?
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Post by tbird on Jan 5, 2019 11:16:08 GMT -6
Yup, an entity is whatever you want it to be, if it's a static floor tile it can still be animated. The static/dynamic toggle is for telling the rendering loop if the entity moves or not, so whether it needs to be added to the AI loop when it's origin bucket is within range. I am adding sprite sheets right now actually, single images is all done....so soon entity creator will be functional.
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Post by tbird on Feb 9, 2019 20:52:28 GMT -6
Well after some weeks off, I have finally had time to put back into the framework. So future update to include: SceneEditor:
- ".scene" extension automatically added for save and load functions
- Entity ID pooling for scene Id's
- Loading bug fixed, where editor would load 1 extra unknown entity
- Small optimization of the rendering loop
- Foreground layers now start at layer 5 and background layers start at layer 1. As such beginning active layer is now set to 5
- RefreshScene() Function implemented, so after saving, a new scene can be started without having to close the program and re-open, same applies for loading a scene while one is active
That's all so far, I am hoping to do a video on usage, first on a platformer tile type game (Which my scene editor supports!), then on an arbitrary placement top down demo.
Soon!
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Post by johnno56 on Feb 9, 2019 22:59:03 GMT -6
Cool.
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Post by tbird on Feb 14, 2019 20:29:17 GMT -6
I have officially begun developing all three in tandem, the merge has begun! lol.
It started out interesting you would think being the sole developer I would load and save and go through entities the same....well that would be wrong. Stuff was loading funny, but I got it figured lol. The next update will be a full merge, and the 2 stand alone editors up to date.
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Post by tbird on Feb 19, 2019 17:54:13 GMT -6
Entity Editor is almost fully merged with collision point editor. It is turning out pretty good, I am getting excited, it's almost looking like a usable tool for making a game lol.
Done so far: -Merged Entity creator with collision/point editor.
-Added a useful zoom for setting Collison points and named points.
-Started implementing a new sort routine and bucket system in scene editor, it will create buckets based on world coordinates when saved, then create a new draw order for the static entities and use n00bs dynamic sort for the dynamic entities. Early tests show a huge speed up using a list or draw order, so I am really happy with this approach.
I will upload a unstable version of the scene editor, it will output a debug log file and hopefully I can get you guys to try it out, so I can make sure it's operating correctly....of course the next version will be accompanied by a video tutorial.
I am really hoping to stop my feature creep and get going steady on my game soon lol.
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Post by johnno56 on Feb 20, 2019 0:01:22 GMT -6
... on the edge of my seat ...
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Post by tbird on Feb 20, 2019 8:22:26 GMT -6
Easy now johnno56 don't get too excited, I wouldn't want high expectations to get busted.
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Post by johnno56 on Feb 20, 2019 12:35:26 GMT -6
I don't think that's going to happen... lol (the expectations being busted...)
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Post by tbird on Feb 22, 2019 8:15:59 GMT -6
Updating save and load functions to include Collison data. Also finishing off the visual part of box and circle Collison, polygon is fully implemented.
First implementation of CreateBuckets() function in editor was a fail, will fix as soon as Entity Creator is version 0.50
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Post by tbird on Feb 22, 2019 10:24:42 GMT -6
Saving now in for Poly and Box, running out of time this morning, all that is left is the circle collision. Also I have a weird bug in my animation's save, should be a simple fix. Last will be adding the actual load and exit buttons and some pop ups.
The pink box is the collision mask over the grass image....and yes that is all me crappy pixel drawing lol.
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