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Ace
Pretty, Pretty Fairy Princess


Joined: 18 Apr 2003
Posts: 13

PostPosted: Sun Jun 22, 2003 2:34 pm    Post subject: Map editor. [quote]

Hi all. I was wondering if you could download and give my map editor a quick test. http://sfgroup.distanthost.com/maped.zip

I just need you to make sure sure it runs ok. Please tell me what version of Windows you are running. If it crashes at any point, please give me all the information pertaining to the crash that you can.

I have no included any tiles, but it should be able to load any bmp file and use that. Not all the features are currently implemented, so don't be surprised if a certain menu does not work.

Thanks,

- Ace
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valderman
Mage


Joined: 29 Aug 2002
Posts: 334
Location: Gothenburg, Sweden

PostPosted: Sun Jun 22, 2003 3:07 pm    Post subject: [quote]

Editing different layers doesn't seem to work. Also, I think it would make more sense to have the checkboxes checked for the layers you want visible, not the ones you want to hide.
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Ace
Pretty, Pretty Fairy Princess


Joined: 18 Apr 2003
Posts: 13

PostPosted: Sun Jun 22, 2003 3:13 pm    Post subject: [quote]

Ah, those don't work just yet. So far you can only edit one layer no matter how many layers you create. And none of the checkboxes actually do anything. This was more a test of compatibility than functionality.

Which version of windows are you running?

Edit: Also note that when it first starts, it contains an empty tileset. If you want to do any editing on the first layer, you'll need to import a tileset as a bmp file. (Tiles->Import Tileset).
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valderman
Mage


Joined: 29 Aug 2002
Posts: 334
Location: Gothenburg, Sweden

PostPosted: Sun Jun 22, 2003 5:27 pm    Post subject: [quote]

Oh, I forgot that... I'm running WinXP Pro.
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Ace
Pretty, Pretty Fairy Princess


Joined: 18 Apr 2003
Posts: 13

PostPosted: Sun Jun 22, 2003 5:40 pm    Post subject: [quote]

Excellent. Thank your for trying it out. I know it isn't much right now, but I'm constantly working on it. Sometime this summer I hope to have a more complete map editor and a beginning of an engine.

You can check out my website (http://www.sfgroup.distanthost.com/) if you have any interest in following its development.

Anyone else try it out? I won't be keeping it up too long, maybe for a day. So if you have any interest in testing it out for me, nows the time. :)

- Ace
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valderman
Mage


Joined: 29 Aug 2002
Posts: 334
Location: Gothenburg, Sweden

PostPosted: Sun Jun 22, 2003 5:56 pm    Post subject: [quote]

How are you going to support scripting (Lua, Python, etc.)?
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Ace
Pretty, Pretty Fairy Princess


Joined: 18 Apr 2003
Posts: 13

PostPosted: Sun Jun 22, 2003 6:19 pm    Post subject: [quote]

Right now I'm using Lua; however, I've been looking at some more possiblities. If I decide to change, Python would be a strong contender.

- Ace
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akOOma
Wandering Minstrel


Joined: 20 Jun 2002
Posts: 113
Location: Germany

PostPosted: Tue Jul 01, 2003 5:03 pm    Post subject: [quote]

Don't anyone write a script engine himself anymore???

I know that Lua is very cool and useful...but what about coding an own script language???
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Ace
Pretty, Pretty Fairy Princess


Joined: 18 Apr 2003
Posts: 13

PostPosted: Tue Jul 01, 2003 5:25 pm    Post subject: [quote]

I've toyed with creating my own, but why reinvent the wheel? Scripting languages can get very complex, which would only add to my development time. In the end, I'd probably end up with something less useful than Lua (or any premade library, for that matter).

I'd just prefer to use my time making the engine better and more powerful. I won't ever have to worry about Lua's user -> engine interface as it has already proven itself.

It's all a matter of preference, really.

- Ace
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Rainer Deyke
Demon Hunter


Joined: 05 Jun 2002
Posts: 672

PostPosted: Tue Jul 01, 2003 10:48 pm    Post subject: [quote]

I've written my own scripting language for Feyna's Quest, and I'm currently updating. I actually started out using Python, but switched to my own scripting language when the Python/C++ interface turned out to be too slow and complex. Writing a scripting language from scratch is not that difficult if you know what you're doing.

On the other hand, I hope I never have to write another map editor by hand. I am currently using Tile Studio, and despite of its flaws, I don't feel like I'm up to creating anything better. Not without at least a month of full-time effort.
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valderman
Mage


Joined: 29 Aug 2002
Posts: 334
Location: Gothenburg, Sweden

PostPosted: Fri Jul 04, 2003 12:02 am    Post subject: [quote]

Quote:
Don't anyone write a script engine himself anymore???

I know that Lua is very cool and useful...but what about coding an own script language???

I'm working on one right now (my first try). You can check it out in the 'engines' section here on RPGDX (it's called Valderman's Virtual Machine).
I believe it is pretty fast, each instruction takes 30-60 CPU cycles to execute (depending on the instruction), which makes the CPU about 10-15 times faster than the virtual machine.
Multitasking scripts is a good deal slower, though.

The big obstacle is creating a good compiler. At the moment, I have a very slow assembler (didn't even try to optimize it), which naturally makes coding for the scripting system a pain in the ass.

Anyone have any good online resources on compiler construction?
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