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  #1  
03-28-2014, 10:19 AM
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Level editor help request

Anyone willing to help out with the level editor so it stands a chance of actually being finished?

Respond or PM me if so, I'll add you to AIM/whatever so we can get cracking.

Someone was making new icons for the objects but stopped - I forgot who was doing that but I need that person to finish it or for someone else to finish it . Could probably do with new icons for the menus too since I just stole them from Google somewhere..

Also need somone who knows json and xml and probably someone willing to test PRE-ALPHA! builds.
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  #2  
03-28-2014, 10:41 AM
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I'm willing to help if I can... in some way.

I could try making a simple random level generator for it since making levels by hand takes time and it could be pretty cool, but I'm not certain on how to read/write the path files at all.
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  #3  
03-28-2014, 12:27 PM
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What do you consider finished Paul?

Even in its current state, the level editer works.
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  #4  
03-28-2014, 01:22 PM
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I started to rewrite the editor to learn modern OpenGL so there is actually a lot to be done

I need someone to help convert the object files to json, create graphics and to help test etc. The new editor will allow proper mods as the hook dll will load them from the users profile, so you won't have to overwrite the original lvl files, can change the map size, custom LED/hint fly messages and so on. There are a lot of improvements to be had. The randomly generated levels idea sounds interesting - I'd probably want to get everything working again before trying anything like that though.
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  #5  
03-28-2014, 02:04 PM
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Are these graphics for icons and/or objects in general?

Also do you mean you want the xml objects file into JSON (I'm assuming yes, but just to be sure... )?
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  #6  
03-28-2014, 02:47 PM
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:
Are these graphics for icons and/or objects in general?

Also do you mean you want the xml objects file into JSON (I'm assuming yes, but just to be sure... )?
Yes, and yes. See attached for examples and for one xml that I've converted - format is not yet final.

Edit: Added screen shot of current version too.
Attached Thumbnails
Click image for larger version

Name:	object_icons.png
Views:	486
Size:	95.4 
ID:	13953   Click image for larger version

Name:	shot.png
Views:	534
Size:	42.6 
ID:	13955  
Attached Files
File Type: txt edge.json.txt (937 , 384 views)
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Crawling sligs will shout "Mommy!" while running around and then the slig mommy will appear and help them put their pants on.


Last edited by Paul; 03-28-2014 at 02:52 PM..
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  #7  
03-28-2014, 03:27 PM
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I dont wanna sound like a dick, but you should change the getcha pants and getcha wings icons. They are hard enough to read anyway but consider when you try to use them in the editor. You might want to make them both distinguishable between each other, thats just a sugestion from me.
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  #8  
03-28-2014, 03:50 PM
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Is the idea that those icons appear in the actual editing space?

I've played around in the current editor a few times, but I found the icons in that style fairly cumbersome. I think you should definitely be able to show them like that, because that way makes the most sense, but an option for a more streamlined and less obstructive view couldn't hurt. The slig direction and ledge hoisting icons, for example, could easily be reduced to something that still represents what they do in a smaller size.
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  #9  
03-29-2014, 03:26 AM
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I've converted the continue point one, check if it's what you want. I'll convert more once I know I'm doing it right of course.
Here it is (OWF's uploader didn't like the txt file for some reason?)
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Last edited by RoryF; 03-29-2014 at 03:29 AM..
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  #10  
03-29-2014, 10:07 AM
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:
I dont wanna sound like a dick, but you should change the getcha pants and getcha wings icons. They are hard enough to read anyway but consider when you try to use them in the editor. You might want to make them both distinguishable between each other, thats just a sugestion from me.
Probably because these are tiny thumb nails, in the editor if you zoom in you get the full 128x128 size, if you reckon you can fix them up to be better let me know and I'll send them your way.

:
Is the idea that those icons appear in the actual editing space?

I've played around in the current editor a few times, but I found the icons in that style fairly cumbersome. I think you should definitely be able to show them like that, because that way makes the most sense, but an option for a more streamlined and less obstructive view couldn't hurt. The slig direction and ledge hoisting icons, for example, could easily be reduced to something that still represents what they do in a smaller size.
What about these new icons I posted, do these solve that problem?

:
I've converted the continue point one, check if it's what you want. I'll convert more once I know I'm doing it right of course.
Here it is (OWF's uploader didn't like the txt file for some reason?)
Almost - some things in the new format have changed. I just realized it will be hard to do this until I've actually updated the code to display them in the property editor I guess I'll have to get that working first so you can try out the converted files and see that they work as expected.

I'm going to allow each enum state in the json to set an image, so if you set a mud to be angry/emo/whatever it can have its own graphic. And open closed doors/trap door/edge direction etc.
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  #11  
03-29-2014, 10:43 AM
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You mean you're updating the xml files to contain the extra/changed variables so they work in the editor and then I convert them to JSON?

Also the changing graphics sounds like a good idea,I don't know if it would be better to use an actual mudokon sprite (tinted for the emotions) or the symbols. I guess for now we can cross that bridge when we get there though.
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  #12  
03-29-2014, 02:34 PM
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I think the thing that bugs me about those icons is that you're using squares to represent things that don't really make sense as squares. These look smaller and sleeker, and as I said there is definitely a place for them, but I really feel like a compact view option would be nicer to work with.

It's probably more of something you want to think about once you get everything up and running, though. As long as you don't do anything silly like hard-code square icons in
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  #13  
03-29-2014, 03:39 PM
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You mean you're updating the xml files to contain the extra/changed variables so they work in the editor and then I convert them to JSON?

Also the changing graphics sounds like a good idea,I don't know if it would be better to use an actual mudokon sprite (tinted for the emotions) or the symbols. I guess for now we can cross that bridge when we get there though.
I mean the format of the json isn't really finalized yet. For example I've added a "required_files" section where you specify what files are required in the lvl for that object to function. E.g for paramites you need PARAMITE.BND or whatever it is otherwise the game will just crash. The editor will then add in these files automagically. Part of this task would be to grab these missing bits of new required info, and probably fix up/make consistent the names of other properties too. Basically make it non crappy and easy to understand :P

So basically I'll have to finalize that, document what they all do, and at least allow the editor to display the properties when you select an object of that type. And then you could convert them over and have a way to test the converted file works.
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  #14  
03-29-2014, 03:49 PM
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Sounds good to me, better than using the Level Extractor and Level Builder to try and mash together more stuff. :P
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  #15  
04-11-2014, 06:07 PM
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And hopefully I'll write a .vb/.vh builder for custom sounds ;D
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  #16  
04-12-2014, 05:45 AM
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paul have you fixed whel's parameters? xD
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