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-   -   Online Editor or Traditional? (https://forums.graalonline.com/forums/showthread.php?t=134264873)

Elk 10-26-2011 03:57 AM

Online Editor or Traditional?
 
What do you guys think of the growing trend of new LATs using Online Editors for level creation?

Crono 10-26-2011 04:01 AM

Haven't seen a good online editor yet.

DustyPorViva 10-26-2011 04:09 AM

What Crono said.

ffcmike 10-26-2011 04:12 AM

I've always been comfortable enough using the offline editor and therefore have never attempted to use or create my own online editor. So I too am curious as to why the trend of online editing is increasing, or is it just that.... a trendier way of doing something?

Main advantage I can think of is the possibility the Editor may not work with Linux + Mac.

Elk 10-26-2011 04:18 AM

So many new LATs are depending on Online Editors... I don't see why... maybe because we are used to the old standards of creating a level> uploading> seeing the result in action> going back to fixing and so on and so on?

Making a level with the online editor doesn't give levels the certain something the offline editor does I think...

racycle 10-26-2011 04:41 AM

I have been using the same online editor for quite a few years now. The one I use, uses the same mouse functions as the offline. I will make a blank level, name it,upload, and then do all the lat work online. I find it rather tedious to have to go back and forth with the offline every time I find a tile out of place. So for me it is just a faster way of leveling. I do still use the offline editor for generating map images, creating blank levels, and doing local npc work.

I wouldn't think of it as a trend however. Most of the UC servers all seam to share a outdated copy of the online editor "moondeath" made me a few years ago. The amount of people using them hasn't seamed to change in my eyes. Everyone I talked to that uses it mostly go on the fact that you don't have to go back and forth and that your work is implemented as you make it.

kalabar24 10-26-2011 04:41 AM

well, you cant add baddies nor NPCs in the Online editor.

The Online editor is pretty good for detailing, while the offline is for the skeleton of the level.

Draenin 10-26-2011 04:49 AM

Offline editor. Fo sho.

haro41 10-26-2011 04:50 AM

id say tile editors are extremely useful for quick fixing tile errors and making changes for things like annoying tiles that may block a players path. I personally use the offline tile editor for building anything.
Learning to build levels exclusively online is not a good habit. It teaches you nothing about the scripting side of building levels. I think there's more to it than placing tiles.

DustyPorViva 10-26-2011 04:57 AM

Quote:

Originally Posted by ffcmike (Post 1671807)
I've always been comfortable enough using the offline editor and therefore have never attempted to use or create my own online editor. So I too am curious as to why the trend of online editing is increasing, or is it just that.... a trendier way of doing something?

Mainly because the offline editor(and all tools, for that matter) haven't been updated in years. Stefan keeps saying "they'll be replaced by online tools!" but they never came.

ff7chocoboknight 10-26-2011 05:02 AM

Offline editor is all you need.

ffcmike 10-26-2011 05:02 AM

Quote:

Originally Posted by DustyPorViva (Post 1671818)
Stefan keeps saying "they'll be replaced by online tools!" but they never came.

I personally find it handy to be able to browse and save levels offline in the event of not having internet access or whatever, it's still a good option to have whereas if the ability to download the offline editor was removed that creates a limitation.

Draenin 10-26-2011 05:19 AM

I still think it would be a lot more beneficial to make the offline editor more open-ended so that users can create their own plugins or other things for offline editing.

I prefer the offline editor because it allows you to do things like opening full gmaps at once, editing terrain, saving NPCs to levels, and so on. By joining these NPCs to classes you create through RC, you can change objects placed in every level at once by simply updating the object class. I find that really useful.

Crow 10-26-2011 08:56 AM

Quote:

Originally Posted by Draenin (Post 1671822)
I still think it would be a lot more beneficial to make the offline editor more open-ended so that users can create their own plugins or other things for offline editing.

We could just turn this around and write an NW plugin for "Tiled" or whatever it's called.

Emera 10-26-2011 11:41 AM

1 Attachment(s)
I would usually use offline editors for big projects, or large levels, but for making smaller creations and correcting tile issues, I always have a decent tile editor on hand. This is the online editor I always use, and I have never settled to use a GUI windowed editor. This version using showpoly (and some level lines I added in) is the best one I have ever used.

Draenin 10-26-2011 12:25 PM

Quote:

Originally Posted by Crow (Post 1671844)
We could just turn this around and write an NW plugin for "Tiled" or whatever it's called.

I would worry about not being able to do stuff with them like editing the level info in notepad and things like that. And again, there would probably be no support for NPCs in Tiled.

ff7chocoboknight 10-26-2011 05:56 PM

What about fowlplay's OLNE?

http://forums.graalonline.com/forums...hp?t=134264280

Emera 10-26-2011 06:35 PM

Quote:

Originally Posted by ff7chocoboknight (Post 1671887)

That's just amazing.

xXziroXx 10-26-2011 07:10 PM

Online Level Editors are only ever good for minor changes/fixes.

Emera 10-26-2011 07:23 PM

Quote:

Originally Posted by xXziroXx (Post 1671895)
Online Level Editors are only ever good for minor changes/fixes.

And GMAPS. I know some people can just do this without even thinking about it, but I can't make several different levels, and make sure they all fit together.

xXziroXx 10-26-2011 07:27 PM

Quote:

Originally Posted by Emera (Post 1671896)
And GMAPS. I know some people can just do this without even thinking about it, but I can't make several different levels, and make sure they all fit together.

So load the gmap in the offline editor or Gonstruct? :oo:

Emera 10-26-2011 07:29 PM

Quote:

Originally Posted by xXziroXx (Post 1671897)
So load the gmap in the offline editor or Gonstruct? :oo:

Wait, you can hold the whole gmap as one big level?!
Besides, I can't. I'm on UBUNTU.

kalabar24 10-26-2011 07:35 PM

HTML Code:

GRMAP001
WIDTH __[*]
HEIGHT __[*]
LEVELNAMES
"_____(*)","_____(*)"
"_____(*)","_____(*)"
LEVELNAMESEND

put it in html to look better :blush:

In the spots that are blank with the (*), you put your level names. (you can do more than 4, depending on width and height.)
In the spots that are blank with the[*], you put how big you want the gmap.

xAndrewx 10-26-2011 08:09 PM

I use offline [always].

papajchris 10-26-2011 08:17 PM

Why only pick one? I use both. I use offline for major changes while I use online editor to say move a chair or bush. Use both, its more efficient!

callimuc 10-26-2011 08:20 PM

Quote:

Originally Posted by papajchris (Post 1671904)
Why only pick one? I use both. I use offline for major changes while I use online editor to say move a chair or bush. Use both, its more efficient!

Totally agree. I also think that making the "template" (like for an island) is easier with the online editor while the other stuff (fixing errors of the frame, adding details, ...) is better with the offline one.

DustyPorViva 10-26-2011 08:37 PM

Quote:

Originally Posted by papajchris (Post 1671904)
Why only pick one? I use both. I use offline for major changes while I use online editor to say move a chair or bush. Use both, its more efficient!

Moving a chair or bush isn't really considered "level creation" though, it's simply small fixes. It's a good medium for its convenience, but it's hardly a full-fledged way to make levels from scratch.

I used to use my own little online level editor for quick fixes too, but be damned if I ever tried to make a level from scratch with it. You hardly have all the features/stability of the offline editor.

xXziroXx 10-26-2011 09:20 PM

Quote:

Originally Posted by Emera (Post 1671898)
Wait, you can hold the whole gmap as one big level?!

Well, duh, that's half the point of gmaps.

cbk1994 10-26-2011 09:56 PM

Quote:

Originally Posted by Emera (Post 1671898)
Wait, you can hold the whole gmap as one big level?!
Besides, I can't. I'm on UBUNTU.

Gonstruct runs fine on Ubuntu.

DustyPorViva 10-26-2011 10:00 PM

Lucky Gonstruct implemented gmaps before it went inactive again :)

Btw instead of worrying about plugins for Tiled or for the official editor, why not pick up the source of Gonstruct and work from there?

Emera 10-26-2011 10:55 PM

Quote:

Originally Posted by cbk1994 (Post 1671914)
Gonstruct runs fine on Ubuntu.

Are there any tutorials on how to install it?

DustyPorViva 10-26-2011 11:09 PM

Quote:

Originally Posted by Emera (Post 1671924)
Are there any tutorials on how to install it?

Did you even check the site? http://londeroth.org/~fry/gonstruct/

It says right under "Compiling" that there is a readme for instructions.

Galdor 10-26-2011 11:27 PM

I like to print out the tileset and cut and glue together parts on a piece of paper, it has a very traditional feel to it.

Draenin 10-27-2011 01:27 AM

With the files contained in the Github or whatever, would it be possible for other Graal developers to directly improve upon Gonstruct's functionality?

I notice you can open each file directly and look at its contents. Might be a good way to improve the editor when Ben and Fry don't have the time to devote to it.

cbk1994 10-27-2011 03:50 AM

Quote:

Originally Posted by Draenin (Post 1671933)
With the files contained in the Github or whatever, would it be possible for other Graal developers to directly improve upon Gonstruct's functionality?

I notice you can open each file directly and look at its contents. Might be a good way to improve the editor when Ben and Fry don't have the time to devote to it.

Anyone with knowledge in C++ could fork it, yes.

Draenin 10-27-2011 07:48 AM

Quote:

Originally Posted by cbk1994 (Post 1671948)
Anyone with knowledge in C++ could fork it, yes.

We should find some way to make this happen, then. Maybe open a thread for new feature suggestions and submissions or something? Just an idea.

I know we have the feedback thread, but so far it's just been Ben and Fry working on it. With more people pitching in, we might be able to really get the ball rolling and perhaps even get extra features put in by Stefan. (Still keeping my fingers crossed for terrain support. :p)

Matt 10-27-2011 09:45 AM

traditional

Emera 10-27-2011 03:49 PM

Quote:

Originally Posted by Emera (Post 1671855)
I would usually use offline editors for big projects, or large levels, but for making smaller creations and correcting tile issues, I always have a decent tile editor on hand. This is the online editor I always use, and I have never settled to use a GUI windowed editor. This version using showpoly (and some level lines I added in) is the best one I have ever used.

Somebody neg repped me for posting this. Why, and who? Can we leave a name next time???

Quote:

Originally Posted by DustyPorViva (Post 1671926)
Did you even check the site? http://londeroth.org/~fry/gonstruct/

It says right under "Compiling" that there is a readme for instructions.

Obviously...
It tells me nothing. If it helped, I wouldn't be asking here.

Draenin 10-27-2011 06:00 PM

Quote:

Originally Posted by Emera (Post 1671989)
Somebody neg repped me for posting this. Why, and who? Can we leave a name next time???

Just ignore those cowards and continue to rock.

ff7chocoboknight 10-27-2011 06:14 PM

I'm going to neg rep you for double posting.


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