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Nodtveidt Demon Hunter
Joined: 11 Nov 2002 Posts: 786 Location: Camuy, PR
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Posted: Sun Nov 06, 2005 4:03 pm Post subject: |
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Why not? You got a NDA on your own stuff? :D _________________ If you play a Microsoft CD backwards you can hear demonic voices. The scary part is that if you play it forwards it installs Windows. - wallace
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DeveloperX 202192397
Joined: 04 May 2003 Posts: 1626 Location: Decatur, IL, USA
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Posted: Mon Nov 07, 2005 4:20 am Post subject: |
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nodtveidt wrote: | Why not? You got a NDA on your own stuff? :D |
not quite, more like a "I've been ripped off so damn many times, that I don't feel like going through it again". :P
However, if I do happen to get a completed title finished, I will release the library & tools....for a small fee (like perhaps $20)
or I may go opensource with the whole thing. I honestly do not know as of now. _________________ Principal Software Architect
Rambling Indie Games, LLC
See my professional portfolio
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tcaudilllg Dragonmaster
Joined: 20 Jun 2002 Posts: 1731 Location: Cedar Bluff, VA
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Posted: Mon Nov 07, 2005 7:24 pm Post subject: |
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Too bad you never finished the DD map editor. It was the most enjoyable editor I've ever used. ...But I guess you didn't really write that one, did you?
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bay Wandering Minstrel
Joined: 17 Mar 2004 Posts: 138 Location: new jersey, usa
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Posted: Sat Nov 12, 2005 4:36 am Post subject: |
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LordGalbalan wrote: | Too bad you never finished the DD map editor. It was the most enjoyable editor I've ever used. ...But I guess you didn't really write that one, did you? |
whats this about DX? =) lets see it (or rather, let me see a SS or something so i can catch up)
this weekend will be a DS development weekend for me, hopefully to be fairly fruitful. getting used to codewarrior coming from vc++6 as my main base is a pain, but it's part of the learning curve i suppose.
oh well, time to pass out.. been a _long_ week.
.02$ _________________ INTJ
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DeveloperX 202192397
Joined: 04 May 2003 Posts: 1626 Location: Decatur, IL, USA
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Posted: Sat Nov 19, 2005 3:00 pm Post subject: |
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bay wrote: | LordGalbalan wrote: | Too bad you never finished the DD map editor. It was the most enjoyable editor I've ever used. ...But I guess you didn't really write that one, did you? |
whats this about DX? =) lets see it (or rather, let me see a SS or something so i can catch up)
this weekend will be a DS development weekend for me, hopefully to be fairly fruitful. getting used to codewarrior coming from vc++6 as my main base is a pain, but it's part of the learning curve i suppose.
oh well, time to pass out.. been a _long_ week.
.02$ |
DreamMap, the map editor I developed for the Dream Destroyer project, was, unfortunately never completed to a point where it could be released.
I started with a public-domain set of code that I found online, and I added more than 2000 lines of code to it, essentially making the editor my own. Cause over 98% of the code was written by me.
It only supports 4 layers (BASE, OBJECT, COLLISION, EVENT)
The base layer is a simple tile-index value for each map cell.
The object layer is the same as the base layer, except it uses transparency to show the base tiles underneath.
The collision layer holds a 1 or a zero, indicating the ability to walk over that tile or not.
The event layer holds a number from -1 to 65535 specifying the event to trigger in the game engine. (designed to be like RPG Maker 95..but 65535 instead of 255) a value of -1 means there is no event for that mapcell.
The same event may be placed on multiple cells (for warping around maps)
The editor shows the collision layer as red- boxes with an X on them.
The event layer shows a small blue box on the tile if there is an event.
Event-scripting is not handled by the editor (it was planned to, but never got that far) I was developing DreamScript with LG, but we never got to a usable point with that.
I then decided to use LUA for scripting, but never got to implementing it. :(
If anyone is interested in the editor, send me an email to ccpsceo@gmail.com and I'll send you the source.
Usage is limited to non-commercial projects, and credit to CCPS Solutions is required to be viewable ingame and within any documentation.
The source is available in Visual Basic 6.0 _________________ Principal Software Architect
Rambling Indie Games, LLC
See my professional portfolio
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