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Nodtveidt
Demon Hunter


Joined: 11 Nov 2002
Posts: 786
Location: Camuy, PR

PostPosted: Sun Nov 06, 2005 4:03 pm    Post subject: [quote]

Why not? You got a NDA on your own stuff? :D
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DeveloperX
202192397


Joined: 04 May 2003
Posts: 1626
Location: Decatur, IL, USA

PostPosted: Mon Nov 07, 2005 4:20 am    Post subject: [quote]

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.
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tcaudilllg
Dragonmaster


Joined: 20 Jun 2002
Posts: 1731
Location: Cedar Bluff, VA

PostPosted: Mon Nov 07, 2005 7:24 pm    Post subject: [quote]

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

PostPosted: Sat Nov 12, 2005 4:36 am    Post subject: [quote]

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$
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DeveloperX
202192397


Joined: 04 May 2003
Posts: 1626
Location: Decatur, IL, USA

PostPosted: Sat Nov 19, 2005 3:00 pm    Post subject: [quote]

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
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