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Thread: level editor

  1. #1

    Thread Starter
    Member Usako's Avatar
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    level editor

    I just made a simple level editor with c++/directdraw and I was wondering if everyone could run this thingy without problems.
    The url is (now als including zippies! *smile* (ignore the game.rar, it's infact the editor O_o):
    http://www.acaldra.com/usako/

    Controls are quite simple:
    Mouse for scrolling
    Arrow Keys for tile scrolling
    f1 for saving
    f2 for loading (if you download it, try pressing f2 and you'll see an example map ^_^...loading in the game itself is f1 ).

    The graphics are ripped from graal :P (http://www.graalonline.com, please don't sue me )

    Any suggestions for improving and stuff are welcome ^_^.
    Last edited by Usako; Sep 24th, 2001 at 09:56 AM.

  2. #2
    Frenzied Member Jotaf98's Avatar
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    Hum, can you zip it instead of raring it please?
    Code:
    Temp = Me.GetIQ()
    'Error 9: Overflow
    'DON'T PANIC! :eek:

    To learn how to use realistic effects in your games like fire, rain, snow and magic effects, read my article on particles systems here.


    Jotaf's Theories!
    "Cats land on their feet. Toast lands peanut butter side down. A cat with toast strapped to its back will hover above the ground in a state of quantum indecision."

  3. #3

    Thread Starter
    Member Usako's Avatar
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    sure ^_^

    All the files are in here:
    http://www.acaldra.com/usako/

    game.zip is the movement engine itself (only the bushes are non-walkable right now ^_^, press f1 to load).
    editor.zip is the editor, still the same controls (f1 to save, f2 to load)

  4. #4
    transcendental analytic kedaman's Avatar
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    Rar beats Zip in most cases

    Usako, hey did you make all those tiles? Nice work
    Use
    writing software in C++ is like driving rivets into steel beam with a toothpick.
    writing haskell makes your life easier:
    reverse (p (6*9)) where p x|x==0=""|True=chr (48+z): p y where (y,z)=divMod x 13
    To throw away OOP for low level languages is myopia, to keep OOP is hyperopia. To throw away OOP for a high level language is insight.

  5. #5
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    Looks like you got alot of inspiration from Zelda 3 but gave the tiles your own little twist to make them not exactly like zelda 3, nice stuff

  6. #6

    Thread Starter
    Member Usako's Avatar
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    ^_^

    No, all the graphics are ripped from graal (http://www.graalonline.com). I'll make some own sooner or later but these are just nice ones to work with.

    And thanks ^_^.

    Anyone got some input on how to make it better?

  7. #7
    Frenzied Member Motoxpro's Avatar
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    maybe add codes....and secret ways through levels that will give u the codes......just a thought

  8. #8
    transcendental analytic kedaman's Avatar
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    The drag bigger tiles feature is cool, you need to have a grid and the tile at cursor should lock to it. the map itself doesn't scroll does it? Next you could have static sprites and movable sprites, which in turn needs to be assigned to script for action.
    Use
    writing software in C++ is like driving rivets into steel beam with a toothpick.
    writing haskell makes your life easier:
    reverse (p (6*9)) where p x|x==0=""|True=chr (48+z): p y where (y,z)=divMod x 13
    To throw away OOP for low level languages is myopia, to keep OOP is hyperopia. To throw away OOP for a high level language is insight.

  9. #9
    Frenzied Member Motoxpro's Avatar
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    ya that would be nice

  10. #10
    transcendental analytic kedaman's Avatar
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    sorry my PM box was full, can you send it again?
    Use
    writing software in C++ is like driving rivets into steel beam with a toothpick.
    writing haskell makes your life easier:
    reverse (p (6*9)) where p x|x==0=""|True=chr (48+z): p y where (y,z)=divMod x 13
    To throw away OOP for low level languages is myopia, to keep OOP is hyperopia. To throw away OOP for a high level language is insight.

  11. #11
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    you can scroll the map i found and the tile selection part too, to scroll around the map area just move the mouse cursor to the edge of the screen, that part could use some slowing down though or an option to slow it down some, as for the tile selection just use the arrow keys on the keyboard to do that

  12. #12
    Frenzied Member Motoxpro's Avatar
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    me kedaman?

  13. #13
    Frenzied Member Jotaf98's Avatar
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    Hey, I'm gonna test it right now, don't let the thread die so I'll get e-mailed soon and I remember to post here again
    Code:
    Temp = Me.GetIQ()
    'Error 9: Overflow
    'DON'T PANIC! :eek:

    To learn how to use realistic effects in your games like fire, rain, snow and magic effects, read my article on particles systems here.


    Jotaf's Theories!
    "Cats land on their feet. Toast lands peanut butter side down. A cat with toast strapped to its back will hover above the ground in a state of quantum indecision."

  14. #14
    Good Ol' Platypus Sastraxi's Avatar
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    I agree with the slowing down part, and I also think you should have some sort of tile snap feature (so you can see exactly what it will look like)
    All contents of the above post that aren't somebody elses are mine, not the property of some media corporation.
    (Just a heads-up)

  15. #15
    transcendental analytic kedaman's Avatar
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    Motoxpro> yep, i replied after you
    Use
    writing software in C++ is like driving rivets into steel beam with a toothpick.
    writing haskell makes your life easier:
    reverse (p (6*9)) where p x|x==0=""|True=chr (48+z): p y where (y,z)=divMod x 13
    To throw away OOP for low level languages is myopia, to keep OOP is hyperopia. To throw away OOP for a high level language is insight.

  16. #16
    Frenzied Member Motoxpro's Avatar
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    u want me to send the message again?

  17. #17
    transcendental analytic kedaman's Avatar
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    well if you want me to get it of course
    Use
    writing software in C++ is like driving rivets into steel beam with a toothpick.
    writing haskell makes your life easier:
    reverse (p (6*9)) where p x|x==0=""|True=chr (48+z): p y where (y,z)=divMod x 13
    To throw away OOP for low level languages is myopia, to keep OOP is hyperopia. To throw away OOP for a high level language is insight.

  18. #18
    Frenzied Member Motoxpro's Avatar
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    ok sent

  19. #19
    PowerPoster Fox's Avatar
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    Hey it's Usako with the nice avatar again *smile*


    your game works very nice *claps* keep up the good work!

  20. #20

    Thread Starter
    Member Usako's Avatar
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    Yay, I can reply again! (it wasn't working or something)

    Anyway, thanks for all the input ^_^

    Hey it's Usako with the nice avatar again *smile*
    ^_^

    I agree with the slowing down part, and I also think you should have some sort of tile snap feature (so you can see exactly what it will look like)
    I will make a slowdown part in the next editor (I already have it in the game, it runs at excactly the same speed on every computer). What do you mean with 'tile snap'? ^_^

    The drag bigger tiles feature is cool, you need to have a grid and the tile at cursor should lock to it. the map itself doesn't scroll does it? Next you could have static sprites and movable sprites, which in turn needs to be assigned to script for action.
    Cool ey? I'm building a grid thingy in the next version ^_^. I'm also looking on various scripting thingies so...when I get it to work (it's hard, atleast, it is for me ^_^)....

  21. #21
    Frenzied Member Jotaf98's Avatar
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    Huh it doesn't seem to be working. The game runs fine, but the map is blank
    The editor doesn't even load
    Code:
    Temp = Me.GetIQ()
    'Error 9: Overflow
    'DON'T PANIC! :eek:

    To learn how to use realistic effects in your games like fire, rain, snow and magic effects, read my article on particles systems here.


    Jotaf's Theories!
    "Cats land on their feet. Toast lands peanut butter side down. A cat with toast strapped to its back will hover above the ground in a state of quantum indecision."

  22. #22

    Thread Starter
    Member Usako's Avatar
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    weird ^_^

    You load maps with f1 in the game and f2 in the editor ^_^.

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