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Author Topic: [Alpha] Map Editor 0.7a  (Read 16679 times)

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Re: [Alpha] Map Editor 0.7a
« Reply #40 on: June 06, 2009, 05:11:57 pm »
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Great, that worked. :) Now it just needs optimizing. It runs at a crawl for me. Even when the app is not maximized. This may be due to the issue I stated earlier.

Running Windows XP Pro (32 bit), Core 2 Duo T5600 1.83Ghz, 1.5 Gigs or RAM, Nvidia Go 7400
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Re: [Alpha] Map Editor 0.7a
« Reply #41 on: June 18, 2009, 03:25:24 pm »
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I *think* I've fixed the issue that's causing the flashing issue for you.
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Re: [Alpha] Map Editor 0.7a
« Reply #42 on: August 03, 2009, 04:44:06 am »
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Haven't been working on this too much lately. Added two new features, the ability to name each instance of an object and I also added multiple view support which allows you to have displayed either 1 view as it already does now or 4 views, each with their own independent moving/zooming controls.

I've been trying to make it more intuitive, haven't had success yet though :x
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Re: [Alpha] Map Editor 0.7a
« Reply #43 on: August 14, 2009, 08:39:26 pm »
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More updates.
I've removed the object buttons, now all those features are integrated into the mouse with keyboard shortcuts, also when you add objects you'll get a preview before you place it.
I've modified the zoom control so now it zooms in based on what's in the center of the view rather than the top left corner.
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Re: [Alpha] Map Editor 0.7a
« Reply #44 on: September 15, 2010, 11:40:31 pm »
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I know it has been well over a year.

The program crashes for me(was thinking about doing something wth XNA).
Was also wondering if you have considering making any new progress.
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  • Super Fan Gamers!
Re: [Alpha] Map Editor 0.7a
« Reply #45 on: September 18, 2010, 05:03:41 pm »
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I have still been working on it, most of the trouble I have at the moment is improving the user experience as well as adding new features, it's taking quite some time as there is quite a lot to be done.
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Re: [Alpha] Map Editor 0.7a
« Reply #46 on: September 21, 2010, 04:39:58 pm »
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Just thought I would post a screenshot, most of my time had been spent getting it to work with 3d views as I had the intention of using it to create maps that included 3d content.
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Mirby

Drifter
Re: [Alpha] Map Editor 0.7a
« Reply #47 on: September 21, 2010, 06:15:22 pm »
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Looks good. One question... why Metroid?
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I like-like it :D
  • Mirby Studios

Mamoruanime

@Mamoruanime
Re: [Alpha] Map Editor 0.7a
« Reply #48 on: September 21, 2010, 09:24:44 pm »
  • ^Not actually me.
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Looks good. One question... why Metroid?

More important question, why not? D:
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Mirby

Drifter
Re: [Alpha] Map Editor 0.7a
« Reply #49 on: September 21, 2010, 09:25:19 pm »
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Well that's a given, Mammy. I was just wondering why that particular game when there's a lot of others to use.

Still, looks awesome.
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Mirby Studios | Share & Enjoy now available! (Links above!) | Games I've Beaten
Quote from: Mamoruanime
I like-like it :D
  • Mirby Studios
Re: [Alpha] Map Editor 0.7a
« Reply #50 on: September 22, 2010, 08:15:16 am »
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Because I already had prepared resources for that game, so it was the easiest way.
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Mirby

Drifter
Re: [Alpha] Map Editor 0.7a
« Reply #51 on: September 22, 2010, 08:19:49 am »
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Ah, I see. Well regardless of that, it looks friggin' awesome! ^.^
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Mirby Studios | Share & Enjoy now available! (Links above!) | Games I've Beaten
Quote from: Mamoruanime
I like-like it :D
  • Mirby Studios
Re: [Alpha] Map Editor 0.7a
« Reply #52 on: September 26, 2010, 04:51:40 pm »
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I ended up going through more of a rewrite of the internals.  One of the main changes is down to how selection works, previously objects could only be selected on a 2d plane which was fine when dealing with things from a top down perspective, however if you were to currently switch to a 3d view, to select an object you would have to click the tile the object is on, which is fine for flat objects but makes it more complicated for objects that made use of the 3d element, so I rebuilt the selection system so it select in 3d.

Also I've written several improvements to the renderer, mainly as an effort to reduce rendering times, it does have a few minor glitches with semi transparency on the 3d view due to the rendering order which I unfortunately can't fix.

I've also gone back and edited in some of the features I was originally going to add, two of these are what I'd call "informational tags", where the purpose isn't add extra content to the level but to add extra information to help during developing.  There's the comment tag, which when hovered over will display a piece of information, which would be useful when working with others you give the map to in order to explain certain parts of the map to them.  Then there is also the map tag, which essentially works like a hyperlink in a html document, which when clicked on will prompt you to save your changes to open the corresponding map, useful if you have multiple disjointed maps and you want to keep track of which door goes where.

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Re: [Alpha] Map Editor 0.7a
« Reply #53 on: October 22, 2010, 02:07:42 pm »
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Been busy on converting my existing code from XNA to SlimDX.  I've also been developing my base object system so it works with meshes instead of image files, in combination with adding a new set of plugins to load custom model formats has allowed me to begin adding 3d model support.  So far support is rather basic, it allows for FBX, DXF, DAE, 3DS and OBJ files, although not all features of those formats are supported.

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Re: [Alpha] Map Editor 0.7a
« Reply #54 on: May 25, 2011, 02:24:04 pm »
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Testing the importing of objects from game maker. Not entirely of the purpose yet.
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