by Mike on Sat May 10, 2008 2:04 pm
I've working on a few things that have been pretty much "top secret"; or more accurately, something I'll be showcasing in the coming month or so. However, I would like to show you all a few unrelated things I've been working on. I've decided to get rid of the concept of animated tile-sets. It was way to cumbersome, and ridiculous, especially when it merely involved one or two tiles. It lead to the creation of ridiculous categories, such as the "Water", the "Animations" in lower objects, and so forth. So I've replaced it with the concept of animated tiles, as seen in the following screenshot:

- Animated Tiles
If you look carefully, you should also notice that there's no "mini-shot" of the tile-set, there's no "Graphic (256x256)" anymore. It's NOT to say tile-sets will be larger (I will always keep them this size due to video card compatibility). However, it IS to say I've made it much easier to edit tiles. All you do is do is select some tiles you want to edit, and then you edit them:

- Multiple Selection
You MAY select all the tiles, to have the same effect as before. Or you may select a SINGLE tile to only edit that tile, so you don't have to work with grids:

- MS Paint Edit Portion
by Mike on Wed Mar 26, 2008 10:42 pm
Got the bar working. It can alternatively have gradiant, similar to the the current 001 HUD's health circle. There's also a sphere mode implemented to... be even more similar (ie: exact replica) to the current 001 HUD's health circle.
by Mike on Tue Mar 25, 2008 12:16 am
Just a little glympse into what can be done with HUD:

- HUD using graphics from Zelda: Link to the Past.
The hearts are currently attached to the health and maximum health of my player, set with a maximum of 10 hearts per row, with a fade set for "hurt" hearts. This is just one, TINY thing that can be done. As you can see, it was designed on this surface:

- HUD components.
There's also the option of not using graphics, and just having text, as can seen here:

- Field editor.
Next up, pie charts and bar graphs, for the 001 old school hud, and for regular game life bars.
by Mike on Mon Mar 24, 2008 6:25 pm
The following will allow you to quickly extract graphics from another source. I do NOT condone, recommend or suggest it be used to illegally take copyrighted content. HOWEVER, if you're just having fun, or if you've done some tile-sets in another maker, this will make it quite easy to extract it for use in your games. You not longer have to worry about getting all the pixels right and aligning everything perfectly!

- Tile-Set Extractor
by Mike on Sun Mar 09, 2008 2:13 am
I had implemented this a week or so ago, figured I'd point it out now. When working in dark maps, with minimal lighting, you can now unpress this Lighting button (beside the Nicer Walls and Animate Animations button in the Display toolbar in the map editor) to make the lighting appear completely white so you can work in your map without having to turn up the sun a notch (and turning it back down as needed). Hopefully this'll make map making a bit more enjoyable.
by Mike on Sun Mar 02, 2008 1:20 pm
Yeah, I've been thinking about the switches enabling an option. Perhaps I can add something so that if an option resolves to being empty (so at which point, you can just use a variable as you normally would to alter an option), and merely make the variable empty when you do not want the option to be available. And at which point, they won't have that option available and it'll never go down that path. I think that'd do what you would want, and that'd work in the regular current message box as well. By the way, check this out. Ignore my awful test map.
by Mike on Sat Mar 01, 2008 2:23 pm
Since I wanted to get rid of all those bugs for having the GAME OVER thing show up, I removed it, and now you, yes, you, can make a window that looked just like it. (click screenshot so it's not as hideous)
by Mike on Fri Feb 29, 2008 1:39 am
So hopefully this next forthcoming feature will cover the sadness concerning character saving not being improved. This is your usual AK47 on the ground...

- pickup.png (11.59 KB) Viewed 1235 times
This is it ... not on the ground...

- treasure.png (11.26 KB) Viewed 1236 times
In the sea (pronounced tea for an accent) is a TREASURE. Just take the boat! Only Pierre's supposed to get this. Moving on, this feature is what used to work years ago, and now re-works, but muchhhh better. It doesn't stop at treasure chests though, you could make it a cupboard or fridge you could open. All you have to do is make an effect that does it! It's quite powerful. EDIT: I didn't notice. But yeah, this allows you to make items semi-transparent, even invisible. And you can make stuff funky colors for whatever reason. EDIT 2: Ah yes, and you can make pick-ups FINALLY adapt to the lighting, rather than constantly glowing in a dark environment.
by Mike on Sun Feb 24, 2008 9:04 pm
Yeah. It has other uses, you can store pretty much anything in a variable and use it directly finally. Just added something even more interesting though. It's something that's been asked before. You can now run many events on multiple objects.

- lights.png (7.79 KB) Viewed 1305 times
In the above example, in a single scripting node, I can turn on as many lights as I'd like.
by Mike on Sun Feb 24, 2008 12:57 pm
deedasmi wrote:will you be able to save the charecters postition and do this with zones?
Yes  . Now, something else. This should help those less experienced. When you pick what you want to compare with a Comparison Branch, it'll automatically show an appropriate listing (or a checkbox, or a color picker, etc...) if it applies. For example, look at this. This should look familiar, yet not.
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- dynamiccomparison.png (8.82 KB) Viewed 1182 times
by Mike on Sat Feb 23, 2008 10:33 pm
Something less useful to some, yet something extremely useful for others. You can now put in variables for things that aren't a textbox (such as a list with maps, a list with characters/vehicles, a checkbox, etc...) See the screenshot to see what I mean. The example shown is a way to make the character go to a map stored in the variable LastMap, at the co-ordinates stored in the variables (LastX, LastY).
The possibilities are pretty endless - seriously. This was something that was possible in text-based scripting. This is now something that will be possible in the graphical scripting, and should find itself to be quite useful if people put their minds to it!
Think, you could store an item in a variable, and refer to it later. You could store a specific character or vehicle, and refer to that later too.
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- enumobject.png (10.58 KB) Viewed 1202 times
by Mike on Tue Feb 19, 2008 7:42 pm
Some fog. Screenshot courtesy of miroki123.
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by Mike on Sun Feb 17, 2008 9:21 pm
Done these today and yesterday:
-Added entire-party items which will alter the statistics and run the used trigger on each character. -Added non-party-related items which will close the menu and run the use trigger which will allow for some very interesting items. -Added "Equipment" property for characters to determine what equipment is currently being worn. -Fixed "Enable/Disable Camera". -Fixed error when altering statistics (HP, MaxHP, Stat, CurrentStat) and then using "relate" right after.
Going to be fixing some of those Vista issues and anything else beta testing uncovers.
by Mike on Fri Feb 15, 2008 4:04 pm
I'll start making these threads for the upcoming version of Map001. This is an INCOMPLETE list of the features that will be in the next version. As I make changes, I'll add them here. Then on release date, I'll simply rename the topic.
Please understand that this topic is purely for me to show you what's going on so y'all don't feel left out. Do not post feature requests. You may ask questions as to what the features are about if it's not specific enough. If this rule is not followed, I'll stop doing this.
Map001: -Added "Statistic" property for items accessible via scripting. -Fixed showing yes/no for error in resource importer. -Fixed reading currupt .1rs files properly. -Fixed crash when trying to edit a map with an animated tile-set with no animations. -Fixed not rendering vehicle icon when vehicle had lost its texture. Engine001: -Fixed subscript out of range error 9 random problem. -Fixed pathfinding (AI, Walk to Location) bugs. -Fixed disappearing upper object tiles on walls. -Fixed overlapping shadows. -Fixed proper depth of effects, dynamic objects and bullets.
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