Hi,
In these days I built an editor in VB.net for GLBASIC (Edit Sprite, Level, Sound ecc...).
This is the video:
http://www.screencast.com/t/ZWVkY2U5ZWU (http://www.screencast.com/t/ZWVkY2U5ZWU)
I do not know if I'll finish it.
Unfortunately I only now realized that I can not compile from external editor (only glbasic editor :'( )
Looks very good! :good:
Quote from: diego on 2010-Apr-14
Unfortunately I only now realized that I can not compile from external editor (only glbasic editor :'( )
Technically, you might be able to, but you would have to try and use DDE as I do not think you could get OLE working too well with GLB's editor.
bigsofty: thanks!!!! :good:
Kuron: I would like to implement a script editor but whitout compiler it's useless
Quote from: diego on 2010-Apr-14Kuron: I would like to implement a script editor but whitout compiler it's useless
Gotcha, I misread your intent. That happens to us old timers =D I though you were wanting to generate the code and compile it with GLB's compiler from the command line.
If you are wanting a scripting language to use with GLB, there are many to choose from. LUA should be easy to implement, or you could always write your own. Long ago, one of the GLB tutorials on my site was for a "BASIC" like scripting language for modding your games. If anybody has it, they are welcome to repost it. Although it was cross platform, the mini script editor for editing your scripts was Windows only.
Things like this you can keep simple by keeping it interpreted, or go for the bytecode routs. A really good book on the subject is Game Scripting Mastery by Alex Varanese (sp?). I think it is OOP now, but you can still find it in used book stores or on ebay.
thanks for the info ;)
If you find the tutorial please send me. :booze:
There is some scriptexample in the samles directory in your installation. Think it was Lua even.
thanks Moru :good:
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I have not found ..... :noggin:
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FIND tcl/tk .... mmmm i prefer LUA but I test it ...
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tcl/tk was for gui only ???
iphone support tcl/tk????
Quote from: diego on 2010-Apr-14
thanks for the info ;)
If you find the tutorial please send me. :booze:
I have it on a backup disc somewhere, but back then any tutorials I did for GLB were not well received, the community was too small, and there were not very many English speakers around back then to benefit from them. I tried to convert some to German, but the online translators massacre things no matter what you are translating from/to.
Translate it on Italian ... 8)
That's pretty cool, but I'd go about setting images to frames a little differently.
Like having a pre-sized box unless for some reason you are using different sized images in an animation.
Scott_AW:
Yes, in editor I implemented:
- automatic size: es.: 8x8, 16x16, 24x24 ecc (you choose the size and the editor split the frame)
- freehand (you see in the video, optimizes the space of an image )
the engine use polyvector to show the image (autocenter on pivot).
;)
Ocean:
Now I look it!
Thanks!
New VIDEO: Editor 1.1
New Features:
- How to Create and Test Animation in Engine
- How to implement movement
- Use Presize Tile (8x8,16x16,24x24,32x32, ~ 256x256)
- Visual grid (change color and style of grid [Solid, Dash, Dashdot])
N.B: (Click Full Size on top of the video to view Full Size)
http://www.screencast.com/t/MjVlNDY2YjIt
Now I work to Tile Editor (For Large World) :good:
Do you think to release a beta version available for all or is only a beta version for you ?
Is possible to export your map/animation and use it directly with GLBasic (with a loader) ?
When the program will end do you plans to releasing it as freeware or shareware?
Pensi di rilasciare una versione beta disponibile per tutti o è solo una versione interna ?
Saràpossibile esportare le mappe e le animazioni per utilizzarle direttamente con GLBasic (con un eventuale loader) ?
Quando il programma saràterminato pensi di rilasciarlo come freeware o come shareware ?
Bye/Ciao =D
Ti scrivo in italiano che facciamo prima.
Al momento stò portando due versioni avanti:
la prima (che è quella a cui do priorità) sono un editor + un engine per Versus:
In pratica la programmazione stàa zero, devi solo editare le animazioni del tuo personaggio, degli stage, musica ed effetti e quando hai finito lo provi su Windows - per iphone basta copiare la cartella Media e sovrascriverla.
Insomma una sorta di Mugen
L'altra versione è un editor più generico, dove vorrei dare la possibilitàdi crear4e vari tipi di giochi (shoot'em'up, rpg, ecc ecc)
solo che in questa devo incorporare una sorta di script (vedi LUA) e ancora ci stò sbattendo la testa.
Non ho mai pensato se farli pagare o meno, al momento mi stò solo passando il tempo :good:
Thanks for the reply, I do not know if it is correct to speak only Italian in this thread :-[
Grazie per la risposta, non so se è corretto parlare solo in italiano in questo thread :-[
Io sono alle prime 'armi' con GLBasic, appena acquistato, e volevo iniziare a provare a gestire un piccolo platform da qui l'idea di utilizzare un editor di mappe per il livello, etc. Quando ho visto la tua presentazione mi sono subito chiesto se non potevo sfruttare direttamente il tuo lavoro anche per implementare i movimenti dei nemici, come sembra prevedersi dai tuoi video. Attendo eventuali tuoi sviluppi per capire dove si arriveràil tuo lavoro che al momento sembra ottimo.
Solo una curiosità, sono abbastanza ignorante, ma cosa intendi per Versus ? Si tratta di un programma/engine particolare ?
Ciao.
I am the first 'test' with GLBasic, recently purchased, and I want to start trying to manage a small platform, hence the idea of use a map editor for the level, etc.. When I saw your presentation I immediately asked if I can use your work for implementing the movements of the enemy, as seems to be expected from your videos. I await any your progress in the work.
Just a curiosity, I'm quite ignorant, but what do you mean by Versus? This is a particular program/engine ?
Sorry for my english.
------------------------PSEUDO ENGLISH :P
VS = Versus is a Coin Op Style Game ( Like: Street Fighter, Tekken, King of Fighter ecc)
Do you now know Mugen??
I want to create something similar for Iphone!
at this time I'm testing the limits of GLBASIC on Iphone, for example the Texture max size supported (Example 500 x 500 pixel )
For example, it is better to load 5 textures size H: 100 W 1000 (each contains an animation like this: walk, punch, etc.)
or is a better to load only one texture (1000x1000 px) whit all animation?
Polyvector work fast whit small texture or indifferent?
I still have many things to understand before finishing my work :S
---------------------------ITALIANO
VS = Versus è un altro modo di dire coin op (vedi i giochi tipo tekken street fighter, king of fighter)
Conosci il Mugen?
Io vorrei creare qualcosa di simile!
In questo momento stò testando i limiti di GLBASIC sull'IPhone la dimensione massima delle Texture supportata (500x500 pixel)
Per esempio è meglio caricare 5 texture da 100 H x 1000 W (ognuna contiene un animazione tipo: camminata, pugno ecc)
oppure è meglio caricarne 1 unica da 1000 x 1000 pixel?
Polyvector lavora meglio con texture piccole p gli è indifferente?
Io ho ancora parecchie cose da scoprireprima di finire il mio lavoro :S
@Gigios
http://it.wikipedia.org/wiki/Mugen
Bye bye,
Neurox
Quote from: diego on 2010-Apr-18
at this time I'm testing the limits of GLBASIC on Iphone, for example the Texture max size supported (Example 500 x 500 pixel )
Many old 3D cards only supports texture sizes that are quadratic (all sides equal long) and only in power of two, so 16x16, 32x32, 64x64, 128x128, 256x256, 512x512, 1024x1024 ...
I don't know if iPhone has this limit but GLBasic is compensating for this so you might as well use all the pixels anyway.
@Diego & @Neurox
Thanks for your answers, I know mugen but I did not know that the term versus is also associated to the category of games.
--- ITA
Grazie per le risposte, Mugen lo conoscevo ma non sapevo che il termine Versus fosse associato anche alla categoria di giochi.
Quote from: Moru on 2010-Apr-18
Quote from: diego on 2010-Apr-18
at this time I'm testing the limits of GLBASIC on Iphone, for example the Texture max size supported (Example 500 x 500 pixel )
Many old 3D cards only supports texture sizes that are quadratic (all sides equal long) and only in power of two, so 16x16, 32x32, 64x64, 128x128, 256x256, 512x512, 1024x1024 ...
I don't know if iPhone has this limit but GLBasic is compensating for this so you might as well use all the pixels anyway.
I tested 1000x1000 texture size on iphone and it work fine! :good:
Ken VS Ryu (Vs= Versus) =D