Omnimaga > Ash: Phoenix

[A:P] Computer IDE

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squidgetx:
I've now made enough progress on this to start a thread on it. Basically, the goal of this side project is to be able to easily generate content for the game. Right now, warp tiles, NPC positions, items, moves and such have to be coded in by hand (ugh).

It's coded in Java, and so far I've got most of the drawing routines done, the GUI layout, and lots of asm/hex/int conversion routines written. Tilefile support is pretty much done, the tricky part is next going to be importing the map files.

Features list (planned, some implemented already)
-Tile Editor
--24x24 mode for creating large tiles as 4 12x12s
--Double click to edit tile
--Copy/Paste at least
-Map Editor
--Display of entire game map on the side for better map design
--Right click to add NPC, trigger, or warp
-Save and load as z80 source

shmibs:
ooh, fantastic!
does this mean that, assuming you get everything finished up, it will be fairly easy to add a tentative "chapter 2/3/4/12/etc" release in the future with minimal coding?

TIfanx1999:
That looks fantastic! Great work so far! ^^

pimathbrainiac:
OMG this looks amazing!!!

ME GUSTA!!!

squidgetx:
Thanks guys :D

Shmibs, yup, that's exactly what it means :D. Depending on how well this goes, I may even externalize nearly every bit of data out of the caclulator app so that it could even serve as an RPG maker of sorts.

Anyway, time for (another) update. Added some antialiased text labels for the tile numbers, and threw in tile/map selection and editing. Tilemaps are fully editable, and while the 16x16 chunks aren't movable (yet), I've put in the ability to create new chunks by clicking on non-existent areas.

Now for a question on GUI and tile editing: Should I do it in a separate dialog, via right or double click in the tile selection pane? Or should I have it available in the main window, in a third frame (probably to the left of the map editor, and under the tile selection box)?

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