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Author Topic: [Program] GMare (Game Maker Alternative Room Editor)  (Read 37988 times)

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Re: [Screens]GMare (Game Maker Alternative Room ...
« Reply #20 on: October 25, 2009, 07:01:54 am »
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any idea when you'll release a demo?

Your guess is as good as mine. With me actually using it for projects now, It'll be developed faster. Unfortunately, I keep adding things to it. Pushing back it's release. It has a bunch of minor things to be done. My major concern is it's compatibility with people's hardware. Which seems to be hit or miss.

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Lol I managed to get it all working except for the actual room editor part of it... Damned Dells of mine...

So was there some additional problems outside of the editor? Or is it just the editor, which is basically Direct3D 9.
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  • Pyxosoft

Mamoruanime

@Mamoruanime
Re: [Screens]GMare (Game Maker Alternative Room ...
« Reply #21 on: October 25, 2009, 07:13:55 am »
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Well as far as I can tell both of my laptops have issues with DirectX 9 in general. The one I use primarily can't even start the app, and my other one can start it up, but there's a big red X in the editor pane :P

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Re: [Screens]GMare (Game Maker Alternative Room ...
« Reply #22 on: October 25, 2009, 07:18:37 am »
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any idea when you'll release a demo?

Your guess is as good as mine. With me actually using it for projects now, It'll be developed faster. Unfortunately, I keep adding things to it. Pushing back it's release. It has a bunch of minor things to be done. My major concern is it's compatibility with people's hardware. Which seems to be hit or miss.


Maybe it is time for a beta test. Ask people to try it out. And report there findings, including the system hardware, OS and known issues with directX or XNA or whatever libraries you use.
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Re: [Screens]GMare (Game Maker Alternative Room ...
« Reply #23 on: October 25, 2009, 07:25:23 am »
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Well as far as I can tell both of my laptops have issues with DirectX 9 in general. The one I use primarily can't even start the app, and my other one can start it up, but there's a big red X in the editor pane

*sigh* yeah. Hey if you have the debug DirectX 9 libraries running, and have DebugView, it should give a hint to what the problem is. Venyux had a hardware issue. I figured out what the problem was, I just couldn't figure out a solution. XD

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Maybe it is time for a beta test. Ask people to try it out. And report there findings, including the system hardware, OS and known issues with directX or XNA or whatever libraries you use.

It looks like this is the road to take. I do need to complete some things before that happens.
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Antidote

>.>
Re: [Screens]GMare (Game Maker Alternative Room ...
« Reply #24 on: October 25, 2009, 07:27:55 am »
  • In all seriousness who's serious?
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It's looking great, release it when you feel comfortable, although i would like to use it sooner rather than later :p
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Re: [Screens]GMare (Game Maker Alternative Room ...
« Reply #25 on: October 25, 2009, 07:38:55 am »
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Well, I have the first release of source to lay down of oot2d for dev people. (Probably today) At that point I'm forced to work on GMare. I need to finish the solids editor for a new method within oot2d. So, I'll get the things that I need to get done, excluding the importers. I think that should be enough for a beta. Now, I'm not promising a whole hell of a lot, but maybe next weekend a beta will be released?
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Re: [Screens]GMare (Game Maker Alternative Room ...
« Reply #26 on: October 29, 2009, 11:54:11 pm »
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In the process of finishing the solids editor. I need to add some more basic shapes. Then write data to export it to a binary file.
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Re: [Screens]GMare (Game Maker Alternative Room ...
« Reply #27 on: October 30, 2009, 06:36:33 am »
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is it possible to have the solids grid a different size to the tile grid?
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Re: [Screens]GMare (Game Maker Alternative Room ...
« Reply #28 on: October 30, 2009, 08:54:29 am »
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No, not at this time. Although it wouldn't be hard to implement if it was a desired option.
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Antidote

>.>
Re: [Screens]GMare (Game Maker Alternative Room ...
« Reply #29 on: November 09, 2009, 08:42:08 am »
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that would be a nice addition.
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Re: [Screens]GMare (Game Maker Alternative Room ...
« Reply #30 on: April 17, 2010, 11:54:31 am »
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im REALLY looking forward to this release. ORE is awesome and has already saved me a great deal of time and effort.
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Re: [Screens]GMare (Game Maker Alternative Room ...
« Reply #31 on: April 17, 2010, 02:38:07 pm »
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Well, your wait will be long. XD I don't plan on finishing GMare till oot2d's first real release. I had plans to do it while we were deving oot2d, but I realize that is impossible now.
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Re: [Screens]GMare (Game Maker Alternative Room ...
« Reply #32 on: November 13, 2010, 02:48:31 am »
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Update:

GMare is currently in the works again. (Indirectly has been for a week now.) To an official release, since OOT2D needs the update to continue. Making sure the game is kept at low memory consumption, and running smoothly for our next internal build release. GMLib has been updated to read in GM8 projects. Still working on the writing features. I'm re-tooling GMare a bit, so that the code can be used for Horn of Balance. Shooting for it to be done within a month.
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Re: [Screens]GMare (Game Maker Alternative Room ...
« Reply #33 on: November 27, 2010, 06:54:26 am »
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Update:

Most of my work has been updating GMLib. The image to room importer is almost done. Working on the manual tile re-arrangement editor right now. That would leave the instance editing, clipboard, tile selection tool, and updated binary export options left to be done.
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  • Pyxosoft

Antidote

>.>
Re: [Screens]GMare (Game Maker Alternative Room ...
« Reply #34 on: November 28, 2010, 10:14:38 pm »
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Looking good, I see you switched to the Fugue icon set :3
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Re: [Screens]GMare (Game Maker Alternative Room ...
« Reply #35 on: November 29, 2010, 12:03:21 am »
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 :) Yeah, it seems to have more options. It's the first screen with those, but I actually switched up awhile back.
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  • Pyxosoft

Antidote

>.>
Re: [Screens]GMare (Game Maker Alternative Room ...
« Reply #36 on: November 29, 2010, 03:28:27 am »
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I'm using them for my own project, I love the fact that it comes with the PSDs so you can make more combos :3
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  • Axiomatic Data Laboratories

Antidote

>.>
Re: [Screens]GMare (Game Maker Alternative Room ...
« Reply #37 on: December 09, 2010, 01:48:32 am »
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Been helping Xfixium with GMLib, and from what I understand GMare is getting close to finished :3
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Re: [Screens]GMare (Game Maker Alternative Room ...
« Reply #38 on: December 09, 2010, 07:02:00 pm »
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Yep, Antidote has been a big help. GMLib will eventually be able to handle what GMare expects of it. I have been working on the image to room tool once again. I have optimized the tile optimizer part of the code, making it crazy fast. I also made new code to handle any errors that may occur with the new method, versus tile offset and separation code. (I also just now realized I've been spelling separation wrong for a long time now, yikes.) I did come up with a method to manually organize the tileset, but I think it could be better. So that has been the focus of now. I also did some work on the room editors selection tool. Thinking those will be done by the end of the week. Which will leave the instance, and redo/undo left. Probably some optimization will need to be done too.
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Antidote

>.>
Re: [Screens]GMare (Game Maker Alternative Room ...
« Reply #39 on: December 09, 2010, 07:40:07 pm »
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Nice X, keep up the good work :D
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