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Author Topic: [Program] GMare (Game Maker Alternative Room Editor)  (Read 37987 times)

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Re: [Screens]GMare (Game Maker Alternative Room ...
« Reply #40 on: December 19, 2010, 06:21:27 pm »
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Update:

Reworked the tile replace tool, so that it can replace multiple tiles. Also have finally come up with a decent method for manual arrangement of tiles for the image to room importer. Included an undo / redo method into the project. Still have some minor bugs to correct. The WIP images are all looking the same. :P
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  • Pyxosoft
Re: [Screens]GMare (Game Maker Alternative Room ...
« Reply #41 on: December 20, 2010, 03:55:51 am »
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Update:

Reworked the tile replace tool, so that it can replace multiple tiles. Also have finally come up with a decent method for manual arrangement of tiles for the image to room importer. Included an undo / redo method into the project. Still have some minor bugs to correct. The WIP images are all looking the same. :P

Sounds excellent, my friend.
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Re: [Screens]GMare (Game Maker Alternative Room ...
« Reply #42 on: December 23, 2010, 05:31:34 pm »
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can this program only create rooms ?
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Re: [Screens]GMare (Game Maker Alternative Room ...
« Reply #43 on: December 23, 2010, 05:48:28 pm »
  • L'homme avec beaucoup de noms.
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can this program only create rooms ?

Not only rooms lol, I think you can set up objs from the gmk so when the room you made is done, and loaded up in you gmk. everything would be there.  I am not so sure of gmare since I am use to and currently using ore.
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Re: [Screens]GMare (Game Maker Alternative Room ...
« Reply #44 on: December 23, 2010, 06:56:30 pm »
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it would be cool if you could load a room out of code though from this.
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Mamoruanime

@Mamoruanime
Re: [Screens]GMare (Game Maker Alternative Room ...
« Reply #45 on: December 23, 2010, 07:11:54 pm »
  • ^Not actually me.
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it would be cool if you could load a room out of code though from this.

"Export to Bin"

:P

Reasonably positive that functionality is still there. If not, there's still ORE (precursor to GMare), which does export to room files.
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Re: [Screens]GMare (Game Maker Alternative Room ...
« Reply #46 on: December 23, 2010, 08:47:32 pm »
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GMare allows for 4 different types of exporting. Export to a GM project file (GM 5 to 8 ), a custom .bin or .txt file, or a .png image file.

 For GM project export it allows for instances with creation code to be placed just like GM. It also has a list of all the instances created within the room, that can be grouped by alphabet, id, or by object type. It also has a collision tool that allows for basic triangles or squares to be placed. (However collision data can only be exported to a .bin or .txt file.)

GMare still supports .ore files, and also makes rooms from .gif, .bmp. and .png files.
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  • Pyxosoft
Re: [Screens]GMare (Game Maker Alternative Room ...
« Reply #47 on: December 25, 2010, 05:26:21 am »
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Update:

Wrote the object loader. Which in the WIP, an ORE room was loaded, and my old LA project objects have been loaded in the object pallet. Which is set up the same way it is within the GM project.
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  • Pyxosoft
Re: [Screens]GMare (Game Maker Alternative Room ...
« Reply #48 on: December 28, 2010, 12:12:35 am »
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Pretty much done with the instance editor parts.

Another WIP:
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  • Pyxosoft
Re: [Screens]GMare (Game Maker Alternative Room ...
« Reply #49 on: January 07, 2011, 03:51:33 pm »
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Wrapped up the instance part of the editor. Need to refine some of the other tools associated with instances. Mostly error correction on object import overwrite. Also have to add the instance export on the Game Maker project exporter. I have changed the layout a bit. The tool strips are now contained in their appropriate tabs. Added a magnifier for the tileset as well. Mainly what is left is the new exporter options, the undo/redo functionality, and the rest of the selection tool. I'm rethinking the collisions editor part. Not sure what direction to take it in, where it would be the biggest help. I found this topic at Yoyo: http://gmc.yoyogames.com/index.php?showtopic=463645 Which I found interesting. I was thinking of doing something more geared to this idea. Not too sure at this time however.

NOTE: Trying to attach these 2 WIPs on ZFGC failed:


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  • Pyxosoft

Antidote

>.>
Re: [Screens]GMare (Game Maker Alternative Room ...
« Reply #50 on: January 07, 2011, 10:35:12 pm »
  • In all seriousness who's serious?
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Looking good X :D
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  • Axiomatic Data Laboratories
Re: [Screens]GMare (Game Maker Alternative Room ...
« Reply #51 on: January 21, 2011, 02:36:10 pm »
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Update:

- Finished handling object conflicts on object import.
- Added instance export code to GM exporter.
- Fixed some issues with GMLib. Mainly the events array. Added trigger support. Also a flag for compressed image data.
- Condensed some more toolbars and buttons.
- Finished putting together a control for the room editor. As it suffered flicker issues from scrolling.
- Finished the selection tool.
- Fixed some scaling issues.
- Created a pre-render solution for rooms, so that no extra blending needs to be done by the hardware.
- Fixed the rendering for seperation, and offset values. It looks more like GM's background tileset options.

Left to do:

Room Editor:
- Undo/Redo
- Change the isometric grid rendering.

Image to room Importer:
- Undo/Redo.
- Change the behavior when going out of bounds in the tile editor during image import.
- Tile error on end room when overlapping target / source tiles in the tile editor.

Binary Exporter:
- Add instance export.
- Give export options for custom .bin file.

WIP: A test room where I created one dungeon room, and just copied and pasted that as a selection.
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  • Pyxosoft

DJvenom

super-sage
Re: [Screens]GMare (Game Maker Alternative Room ...
« Reply #52 on: January 21, 2011, 03:19:54 pm »
  • Colbydude was here.
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*just notices zooming*

I love you, sir!
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Re: [Screens]GMare (Game Maker Alternative Room ...
« Reply #53 on: January 21, 2011, 03:27:09 pm »
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Yeah, it's pretty much the same as RPG Maker. 25% 50%, 100% 200%, and an added 400%. For what reason, I have no idea. :P
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  • Pyxosoft

Antidote

>.>
Re: [Screens]GMare (Game Maker Alternative Room ...
« Reply #54 on: January 25, 2011, 01:07:30 am »
  • In all seriousness who's serious?
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Xfixium, was the events fix the one i found? :P
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  • Axiomatic Data Laboratories
Re: [Screens]GMare (Game Maker Alternative Room ...
« Reply #55 on: January 25, 2011, 02:45:54 am »
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Yup, I looked over it, and saw my old code and realized what I had done. I decided to use an array of Event lists. For some reason when I wrote the code back then I didn't think of main events having more than one sub event tied to them. Pretty bad glitch.
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  • Pyxosoft

Antidote

>.>
Re: [Screens]GMare (Game Maker Alternative Room ...
« Reply #56 on: January 26, 2011, 01:39:33 am »
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lol, I remember scratching my head thinking "How did he mess this up? How can i fix it?" then i just used an array for the main events and a list for the sub events in my code.

So basically it looks like this

mainEvent[0..11]->subEvent->actions
                       |
                       ->subEvent->actions

and so one.


I also noticed that this fix also fixes the crash when trying to view the events data binding in the test program.
« Last Edit: January 26, 2011, 01:41:38 am by Antidote »
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  • Axiomatic Data Laboratories
Re: [Screens]GMare (Game Maker Alternative Room ...
« Reply #57 on: February 05, 2011, 11:01:35 pm »
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Update:

Just about to release an alpha of this thing. Spending time debugging some of the features still. Also testing the binary instance export part of the binary exporter.

- Finished the Undo/Redo parts of the editor.
- Changed the Isometric rendering.
- Fixed the tile error on end room when overlapping target / source tiles in the tile editor.
- Added instance export.
- Added a bunch of new options that were forgotten.
- Hooked the shortcut keys.

Not finished, but not necessary for alpha release.
- Give export options for custom .bin file.
- Out of bounds behavior in the tile editor during image import.
- Collision editor / options.
- Optimize the render method for the editor. (I have a completely new method in mind)
- Change the undo / redo to a action method. It could use a bunch of RAM with the serialization method that is implemented.
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  • Pyxosoft

Mamoruanime

@Mamoruanime
Re: [Screens]GMare (Game Maker Alternative Room ...
« Reply #58 on: February 05, 2011, 11:17:53 pm »
  • ^Not actually me.
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Update:

Just about to release an alpha of this thing. Spending time debugging some of the features still. Also testing the binary instance export part of the binary exporter.

- Finished the Undo/Redo parts of the editor.
- Changed the Isometric rendering.
- Fixed the tile error on end room when overlapping target / source tiles in the tile editor.
- Added instance export.
- Added a bunch of new options that were forgotten.
- Hooked the shortcut keys.

Not finished, but not necessary for alpha release.
- Give export options for custom .bin file.
- Out of bounds behavior in the tile editor during image import.
- Collision editor / options.
- Optimize the render method for the editor. (I have a completely new method in mind)
- Change the undo / redo to a action method. It could use a bunch of RAM with the serialization method that is implemented.


How do you plan to do custom exports to Bin? Instance creation commands and such stored as a hex value, with arguments as the following values?
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Re: [Screens]GMare (Game Maker Alternative Room ...
« Reply #59 on: February 05, 2011, 11:25:53 pm »
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I had some ideas, but I figured I'd get some feedback from users and go from there. Since it's an area that requires a lot of flexibility.
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  • Pyxosoft
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