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  #1  
Old 07-14-2008, 06:31 PM
zokemon zokemon is offline
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Why do you think I'm asking? It's about damn time someone does something about it.
*feels ignored*
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Old 07-14-2008, 07:28 PM
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Originally Posted by zokemon View Post
*feels ignored*
Speaking of which, did you ever finish your editor? I saw the thread, and that was the big inspiration for me to make an editor. However, I never found a depot for it, or a release.

I'm working mine in Java. I've got the tile-selection and laying working, but I haven't gotten multiple tile modification or multiple layers working that well. Plus, I haven't built my NWFileStream class yet, so it doesn't load or save.

I've made a really ugly, hacky editor, so in a few days, it should be ready for public consumption, and in a week or two, the code should be cleaned up enough to put it on sourceforge as an open-source editor.
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Old 07-15-2008, 12:26 AM
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Originally Posted by Ter13 View Post
Speaking of which, did you ever finish your editor? I saw the thread, and that was the big inspiration for me to make an editor. However, I never found a depot for it, or a release.

I'm working mine in Java. I've got the tile-selection and laying working, but I haven't gotten multiple tile modification or multiple layers working that well. Plus, I haven't built my NWFileStream class yet, so it doesn't load or save.

I've made a really ugly, hacky editor, so in a few days, it should be ready for public consumption, and in a week or two, the code should be cleaned up enough to put it on sourceforge as an open-source editor.
I didn't finish it as it is a GS2 editor that uses external windows and since there are still some bugs with external windows that mess with the display and such, it still doesn't work well. The file saving and loading I finished years ago though.
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Old 07-15-2008, 01:52 AM
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Yeah, mine's gonna be set up a little bit differently. I'm trying to lay the framework for a few features that I've always wanted to work with.

It'll be a layered 24bpp .png-based editor that will include a GS2 syntax editor. Unfortunately, one will not be able to test their level from within the editor, as it is an external program, and it would be completely pointless to try to duplicate that feature of the original editor.

I'm trying to tie in a few convenience features, like multiple tilesets that will automatically swap based upon which map you are loading.

There's another tentative feature I'm messing about with, and that's environments. Rather than working with a single .nw file, I want players to be able to boot environments, and load up a GMap from the environment, and edit an entire GMap all at once just by scrolling about. I know this would help me greatly.

I'm thinking about completely duplicating all the features of the RCon in the future, and possibly making a tie-in for project management. Sort of a one-stop-shop.

But the first step along the way, is to get the external editor working properly. I've only ever made videogames, or simple console applications. I've never used Java for GUI Applications, so the shift of know-how has proven quite difficult.
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Old 07-15-2008, 11:08 AM
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Quote:
Originally Posted by Ter13 View Post
Yeah, mine's gonna be set up a little bit differently. I'm trying to lay the framework for a few features that I've always wanted to work with.

It'll be a layered 24bpp .png-based editor that will include a GS2 syntax editor. Unfortunately, one will not be able to test their level from within the editor, as it is an external program, and it would be completely pointless to try to duplicate that feature of the original editor.

I'm trying to tie in a few convenience features, like multiple tilesets that will automatically swap based upon which map you are loading.

There's another tentative feature I'm messing about with, and that's environments. Rather than working with a single .nw file, I want players to be able to boot environments, and load up a GMap from the environment, and edit an entire GMap all at once just by scrolling about. I know this would help me greatly.

I'm thinking about completely duplicating all the features of the RCon in the future, and possibly making a tie-in for project management. Sort of a one-stop-shop.

But the first step along the way, is to get the external editor working properly. I've only ever made videogames, or simple console applications. I've never used Java for GUI Applications, so the shift of know-how has proven quite difficult.
I was planning to do quite a few things somewhat like those as well but at the rate I'm going sitting and twiddling my thumbs, I would be surprised if I finished first.

My main focus was a little different though as I plan to integrate the level editor in with other editors I make/plan to make and other things...
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Old 07-15-2008, 11:15 PM
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=P I didn't get a chance to work on the project tonight. For the most part, the meat and potatoes are finished. I still have quite a few things left to do for the expanded features.

1) Implement a NWFileStream class for saving and loading of the map files.

2) Implement an Undo/Redo cache.

3) Implement clipboard features (like copy&paste)

4) Add the layers GUI so that you can navigate and arrange layers properly.

5) Add the NPC editor as well as a syntax highlighter and checker.

6) Create the toolbox GUI so that you can switch between the pencil, block, fill, selection, or eyedropper tools. (Currently the only tools that I've linked to the MouseEvent listeners, is the selection tool and the pencil tool.)

7) I still need to figure out why Javaw.exe isn't disposing and system resources aren't being freed when run from a JNLP.

8) I need to hook up some GUI controls so that users can change tilesets freely.

9) ???

10) Profit!



I know, looking at the list, you are probably all thinking: What HAVE you finished?!

I assure you, the only thing lacking in functionality is the GUI. I have almost every function completed and working, such as fill tools, tileset swapping, etc. Complete, however, I am missing the GUI implementation so that you can't currently use those features. This means that most of my work from here is working on the layout, and writing action listeners and the like, that will manage the GUI.

The only *real* programming I've left to do, is writing the NWStream components. That should be trivial, as file I/O is one of the most basic aspects of programming you should know, and I'm well beyond struggling with it. There's also the issue of writing a syntax highlighter and error checking class for use with GS2, which I believe will be much more of a task than the I/O, and actually force me to look up some tutorials in the internet before even attempting it, as I never really deal with string tokenizing or the like when making games, so I've never had to do it. =/

Anyway, this is all the product of about eight hours of work spread over the last two days, so in my mind, the pace I'm keeping is pretty good. If I keep this pace up, I should have an alpha version available for public consumption within the week. After a considerable source code cleanup (for the GUI), I will make the source available under the LGPL on sourceforge. I should expect that will take me an additional couple of days to a week.

Anyway, I'm getting ready to go to work, and when I wake up tonight, I'll get back to work! Hope all is going well with the rest of you.
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  #7  
Old 07-16-2008, 07:17 AM
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Lol, NetBeans. Making it cross-platform compatible?
Make sure you keep the graphics to a minimum so you don't lag things up
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