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December 28th 2011, 07:15 PM
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shevek
Ghost They/Them
 
Yeoldetoast: What didn't work? The download link? That's probably because it's on my real slow computer which was busy at that moment. Try again later and it should work.

Sparrowhawk: The build script will build a dmod from a game directory. If you create a very simple game directory with only a scripts directory in it, it will only preprocess those (and create start.c and main.c). So that would mostly work. However, you cannot use the "get editor num of named sprite" feature then. But I'm sure if you want to use it this way, you'll live with that. After all, you're not naming your sprites.

anon: That works for filling an area with floor, for example. If you want to copy some tiles (from a tile screen or another part of the world), you can select them with right mouse button and paste them with middle mouse button. That's why the size of the selected tiles is visible: that's where the middle mouse button will paste to. So for pasting from tile screen, press t, then select with right button, then press t again (or y), then click middle mouse button.

The same thing works for copying sprites, but selecting them uses the left mouse button, and you can't select sprite from the sequence selection screen (but you can "use" them to be pasted or to replace the selected sequence and frame with the middle or right mouse button).

Oh, and starting things got easier. If you start pde without an argument, it will ask you to select a game directory. If you select an empty or nonexistent directory, it will create a new dmod in it. But it will have no screens. Use insert to create one (or more).

The project intends to be a complete dmod generator, so including everything you may want to use. "pde" is only the editor, but it can fire up a script and hardness editor. There's one thing it cannot and will not do, and that's editing the artwork (tiles, new graphics and music, hardbox and depth dot). I want to support using it (isn't supported yet), but not changing it. I do intend to write a separate program for doing that, though. The idea is that the build environment (what graphics you use, etc) is separated from the actual game you're making.

The game engine is completely new (not almost), but not finished yet. Also, it will not be completely compatible. It's documented a bit in the README. I'm pretty sure some people will be very happy with it.