Drake7707 Posted October 13, 2005 Report Posted October 13, 2005 I just finished a second build of my map editor new stuff: - support for saving- special tiles ar all good - import tileset works- a minimap/radar is now available- you can toggle the tile numbers- added a bigger zoom out level, on pixel level (1 tile = 1 pixel) to have a nice overview- supports default tileset now too Thats about it i guessI still need to implement: selections, fill, shape drawing (rectangle, circle, ...), mirror and flip selections Known problems:-for some reason dcme doesn't want to show the left top corner tile, although, if you draw it, save the map and open it in another map editor its there, only when you open a map it doesnt want to show-i was hoping you guys could find some more Btw i think my implementation of special tiles is better than that from ssme (i mean warpholes and such, because here you can select it as an actual tile, and dcme will see it as an object) Check it out oh yeah, if you get an error that you have one or more missing components, download the visual basic runtime files, and if you still get comdlg32.ocx is missing, then search on google for it and put it in your system or system32 folder depending which os you are running (its the folder where most files are in) Enjoy Edit: forgot to attach it DCME_build2.zip Quote
»Maverick Posted October 13, 2005 Report Posted October 13, 2005 awesome :dualthumb: - You should make some icons for the tools instead of text- Also, why can I make the window of the map smaller and move it while only 1 map can be loaded at the same time?- Make a nice icon for the program instead of the standard VB icon(s) - Make some icons for the special tiles and some help on them like !@#$%^&* (why not delete all other special tiles - with a number - since they can't be used)- Create support for 16-bit and 32-bit tilesets, that would make your map editor original and better then !@#$%^&* Keep up the good work Quote
Drake7707 Posted October 13, 2005 Author Report Posted October 13, 2005 awesome :dualthumb: - You should make some icons for the tools instead of texti wanted to have it working first, before i clean up the mess and start working on the gui - Also, why can I make the window of the map smaller and move it while only 1 map can be loaded at the same time?i still wanted to do that, actually i've tried, but it didn't work as i hoped so i restored it back to before is started on that - Make a nice icon for the program instead of the standard VB icon(s) same as above - Make some icons for the special tiles and some help on them like !@#$%^&* (why not delete all other special tiles - with a number - since they can't be used)i was planning on making a help on them. Any suggestions for the icons. They can't ???, i thought they can :/, well for now i'm letting them on there, for simplicity's sake - Create support for 16-bit and 32-bit tilesets, that would make your map editor original and better then !@#$%^&* I'll check that out, but i can't promise anything Keep up the good workwill do Quote
Samapico Posted October 13, 2005 Report Posted October 13, 2005 NICE!!!!! :cool: I'm currently learning Visual Basic... you think you could send me the files so I can take a look at those scripts and screw around with it? That'd be cool... I'm pretty much a beginner so.. don't worry for me using your stuff to release something or whatever Quote
Drake7707 Posted October 13, 2005 Author Report Posted October 13, 2005 sure, but i'll start commenting some code first, because sometimes even i can't make it up what i just did oh, and it's not exactly the right way of protecting variables from external use, or any oop related rules. The variables are basicly flying all over the place. When i need to hold that for a sec, in that place, but also needs it there, wham a variable is declared, and if i need it in both places from one module to another form wham, global so... errr not really following the rules or so I just implemented the selection tool, allowing you to select stuff and move it or delete it, for now select something move it all you want and right click to apply your movement of the selection. I still need to build in some error preventions and such. You can also see your current selection on the radar (yellow dotted rectangle).Only when i select at most zoomed out level (pixel level) the selection is acting up a bit, not exactly stable, or being at the place it needs to be It took my like over 5 hours to implement that piece of !@#$%^&* , that surp!@#$%^&*ed the amount of time of implementing the radar, and made a new record of duration to implement one thing <.<DMCE_build3.zip Quote
»SOS Posted October 14, 2005 Report Posted October 14, 2005 Neat. Keep up the good work PS. I killed Paine's stupid comment. I love that delete button Quote
Paine Posted October 14, 2005 Report Posted October 14, 2005 I made a comment?? I don't remember it o.o Quote
Samapico Posted October 14, 2005 Report Posted October 14, 2005 He deleted it... from your memory. Quote
Drake7707 Posted October 15, 2005 Author Report Posted October 15, 2005 hmmm ... due to a critical typo at the saving routine (1 instead of -1) and some error correcting at the wrong place it seems, that every map with warpholes, big asteroids or space stations on it is screwed up after saving... i fixed it now, along with some other bugs, such as the top left tile being gone all the time and the selection that likes to be unstable at pixel level (max zoomed out) I've also implemented a fill function (not for warpholes, big asteroids or space stations however) And i've updated the gui a bit, now you have icons And now you can use the shortcuts E (eraser), P (pencil), Z (magnifier), D (dropper), S (selection) ,... and if you have the pencil selected you can shortcut the dropping tool by pressing and holding ctrl (you'll autoswitch to dropper as long as you press ctrl, then switch back to pencil as you release it) I've also changed some pieces, to improve speed (used windows api calls instead of internal vb calls) And 24bit tilesets should be supported, i've applied a 24-bit tileset to my existing map in dcme, and tried on the server itself, and it seemed ok I've still disabled cut,copy,paste, undo and redo because thats not implemented yet. But hey, its getting closer to surp!@#$%^&*ing ssme as a map editor don't you think ? That would make the total time i spend on making DCME on (lemme see... hmmm... 5days, and around 5-6hours a day) around the 25-30 hours DCME_build5.zip Quote
Samapico Posted October 15, 2005 Report Posted October 15, 2005 wow..... I think it already surp!@#$%^&*es SSME, only because it handles special tiles ;D... AND if you ever implement LVZ handling in that thing... I'm sure it will surp!@#$%^&* !@#$%^&* (stupid slow Java ) and you should get rid of the useless tile ID's and give the usable special tiles iconsIf I remember right, !@#$%^&* did not include support for some of those tiles, which properties did not seem very useful, but they should still be available, they can always be of some use for certain situations ; For example, I think there was a tile that had the properties of a wormhole, except that if you placed tiles at its right side, and below it, it lost its warping property... anyways... maybe like.. give the important ones an icon, and not bother with the others and give them only a number...There's a well-do!@#$%^&*ented topic on this forum about those tiles.. Edit: found the text file... hmmExtra Tiles.txtID #220 - Wormholes- Wormholes. These are not new. However, if you place this tile and then other tiles directly below and to the right of it, the wormhole will no longer have a warping effect.- Visible on radar.- Weapons are absorbed on these tiles. Quote
Drake7707 Posted October 15, 2005 Author Report Posted October 15, 2005 http://membres.lycos.fr/kingdomhearts636/extratiles.png feel free to edit Quote
Kameloh Posted October 15, 2005 Report Posted October 15, 2005 Holy crap. This proggie is teh 1337 haxx0rz of my b0xx0rz! And if that didn't make any sense.. well, let's just say the program is good Quote
Samapico Posted October 15, 2005 Report Posted October 15, 2005 For the phantom wall... I don't know which one !@#$%^&* uses... cause there are many possible TileID's... you should use the same ID for it than !@#$%^&* does, so maps are compatible...ID #243-#251 - Phantom wall- Invisible on radar.- This acts exactly like a wall, just you can't see it on radar.- Tile is invisible. Quote
Drake7707 Posted October 15, 2005 Author Report Posted October 15, 2005 I'll make a Make compatible with ... ssme , !@#$%^&*, ... option in one of the following builds, that way, you will still be able to have the fully extended tileset in dcme and this is not the only reason i'm posting now, i've finished a next build-i've implemented the line and rectangle drawing-if you have a selection, and you switch to fill, you will only be able to fill in that selection, but only if you haven't moved the selection yet. So if you only want to fill a certain area of the map of the same tiles, you can select the part you want to fill and fill in there, then remove the selection afterwards -now you can press and hold ctrl for eye dropping when using rectangle, line and bucket tools too -fixed some bugs that came along the way when implementing the new stuff, and some older bugs too -added discard tileset function, to remove the tileset from the lvl file and use the default again (couldnt go back to default before, if a tileset was imported) thats about it DCME_build6.zip Quote
»D1st0rt Posted October 16, 2005 Report Posted October 16, 2005 Could you add zoom in/out for the mouse wheel? Quote
Drake7707 Posted October 16, 2005 Author Report Posted October 16, 2005 sure, ill see what i can do -i've fixed some problems with the line and rectangle: disabled rectangles and lines with special tiles (your map is screwed up if you did that) and you wont get an error anymore if you try to place objects at the edge , and they can't be fully in the map, and also when drawing rectangles or lines over some objects, those objects will be deleted. I'll fix some more stuff and then add a new build here Quote
»SOS Posted October 16, 2005 Report Posted October 16, 2005 Very cool How on earth do you have sao much time to code? Quote
Drake7707 Posted October 16, 2005 Author Report Posted October 16, 2005 because i sacrifice all my free time on it current changes since last post:-i've implemented ellipse drawing.-when you draw with the pencil, the lines you draw will now be fluent, instead of one tile every 10or 15 tiles Quote
Drake7707 Posted October 16, 2005 Author Report Posted October 16, 2005 ok build 7 is here changes since last build-i've fixed some problems with the line and rectangle: disabled rectangles and lines with special tiles (your map is screwed up if you did that) and you wont get an error anymore if you try to place objects at the edge , and they can't be fully in the map, and also when drawing rectangles or lines over some objects, those objects will be deleted.-i've implemented ellipse drawing.-when you draw with the pencil, the lines you draw will now be fluent, instead of one tile every 10or 15 tiles-cut/copy/paste is implemented -fixed some bugs i found along the way yeah yeah i know, i copied some from my previous posts so that it will look more i haven't been able to implement the scroll wheel -> zoom because i need a mouse for it first, i'm currently on a laptop you see, and the scrolling function seems to work slightly different than that from a normal mouse also when you copy stuff, it will be on the clipboard as text, don't mind that if you paste in notepad or so , i've got to find out how to set it as data, and not as text :/ Upcoming prolly, undo and redo functionality... but i'm still thinking of how i can make that fast and efficient Edit: god!@#$%^&*, 5min after i post this i found another bug. Fixed: sometimes an error occured at pixel level with hand toolDCME_build7.zip Quote
»Purge Posted October 16, 2005 Report Posted October 16, 2005 Bug: Secondary tile selection; when you drag it, it goes back to the primary tile selection. Nice work, though. Keep it up. Quote
Drake7707 Posted October 16, 2005 Author Report Posted October 16, 2005 (edited) thanks, fixed! sigh, thats what you get for copying too much code . I really need to clean and sort the code a bit, its getting way too messy now Edit: i've also fixed that sometimes the shortcuts don't work, and you can now use ctrl to use dropper when using ellipse ive compiled a small bugfix releaseDCME_build7_bugsfixed.zip Edited October 16, 2005 by Drake7707 Quote
Drake7707 Posted October 19, 2005 Author Report Posted October 19, 2005 yup, here's another build Now you can load more maps at once. (in order to implement that i had to rewrite the whole structure of dcme, so i copied the project, and deleted everything in the new project, then started back from scratch implementing everything using the old code, took me a whole day though). Even window switching, cascading, and such is possible You can extract the tileset from a map Fixed some bugs I still need to make an undo - redo thing however :/ enjoy DCME_build8.zip Quote
The Apache Posted October 20, 2005 Report Posted October 20, 2005 !@#$%^&*ing !@#$%^&*. You should start working on Continuum V2 with SOS. Anyway, good work on the map editor! :D Quote
Drake7707 Posted October 21, 2005 Author Report Posted October 21, 2005 i dont know c#, i know the very basics of c++ , and java, and i know pretty much anything of vb6 (i've been programming in visual basic for 8 years now) Quote
Drake7707 Posted October 21, 2005 Author Report Posted October 21, 2005 Hi, and heeeere's version V1.01 finally the point where i can say its not really beta anymore Yes most start from 1.00 but i've never put 1.0 here, i've added a new tool since 1.0 so :roll eyes: changes since last attachement: - you can replace or switch tiles, wheter in or not in a selection- you have a new tool, create a chain of lines, then right click to quit- last but not least, UNDO AND REDO FUNCTIONALITY ... up to 10 undo/redos Now upcoming big stuff to implement: - WallTiles support, every tool will auto draw according to a walltile- LVZ Support, place images on the map, then DCME will generate the lvz files for you- Flip/Mirror selections Edit: due to some bugs its already v102 >.>Edit2: fixed slow drawing on pixel level with pencil.DCME_v102.zip Quote
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