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View Full Version : New Level Editor


rjz7584
2002.05.25, 09:06 PM
Yes, yes, I know, someone else was working on one, but no one that supports open source software like Hooptie can tell me more choices are bad! :-) And if this code can help, all the better.

My editor is a bit more flexible because it reads a directory of images whose names are the corresponding characters that get put in the level file. So, if a new tile is added I don't have to change any code, you just drop it in and start using it.

Check it out, and let me know what you think. It's permanently posted here,

http://24.97.192.74/silverstreaksoftware/HooptieEditor.sit

http://24.97.192.74/silverstreaksoftware/HooptieEditorSource.sit

but if you want it in the CVS repository, I could read up on how to do that.

Pazolli
2002.05.26, 12:09 PM
This is pretty cool work, rjz5874. I always like to play with new stuff and your editor was no exception. John is (hopefully :D) working on a fresh new more-powerful-than-his-last editor and I suspect he or someone else working on the editor after him may well be able to pick up some stuff from your editor (the cursor changing was pretty cool). That said, if you're interested in contributing to Hooptie in terms of programming we'd love to have you on board. Our grand challenge at the moment is setting up a really cool sound system but with time I hope to make other not-so-complicated tasks available.

You can take a look at everything Hooptie at our SourceForge page:

http://sourceforge.net/projects/inkubator/

Tell us if you want to join as it's simply a matter of adding your name to a list.

If you want something a bit more enjoyable, I always love some fresh levels to play. Though I can't guarantee they'll be in the final release they do keep me entertained. There is a new sprite (a rock) which has the character identifier '7'. To be able to play with rocks and also load levels beyond the default ones of Hooptie you'll need the latest version of Hooptie. Your best bet of getting which is to download this settings file (http://inkubator.idevgames.com/cocoahooptie.sit) and Mac CVS Pro (http://sourceforge.net/projects/maccvspro/). Though this method of CVS access won't let you commit back to the project it does give you up-to-date code with minimum fuss. You must of course use PB to compile the code through this method. As for making multiple level files, it's simple! Simply place files sequentially number "level1.txt", "level2.txt", "level3.txt"..."level21.txt"... in a folder with the suffix ".hlvls".

Any questions? Just ask us.

Thanks again for the editor,
Mark Pazolli

I just like using the cool graphic -> :cool:

flipflop
2002.05.26, 01:50 PM
Thanks for your contribution, rjz5874! It's great to see other peoples take on how the level editor should work and look. It keeps the creative juices flowing! :) I like the idea of the image file names being the corrosponding values put into the level file. It does make it very easy to add new images to the editor.

As for the status on the level editor I'm working on:

- Things are not going quite as smoothly as I would like and has caused numerous delays as I try to get things working properly. I'm going Cocoa happy and adding not only a new palette but a toolbar as well. I'm using some common icons for the toolbar so we wont need any contributions from DaFalcon (I know his plate is full already! ;))

- I'm toying with the idea of adding a drawer for the level attributes but wondering if a custom sheet would be better.

- Currently, each new document represents one level bundle. The user will be able to select which level they wish to edit within that bundle by choosing one from a combobox. Of course they will be able to add a level to the bundle. I would like to add the ability to dynamicly move or delete a level from a package easily and have the corrosponding level numbers be adjusted automaticly. It would also be nice to have a finder like preview of all the levels in a bundle so the user can see which ones should go where in the bundle. Things to think about after I get the new level editor out.

- Release date?! I wish I could say soon but as I stated above things are comming together slowly. Please be patient. This next release should be much better than the first and worth the wait. At least I hope so... ;)

Thanks again, rjz5874. Glad to have you on the team :D
- John

rjz7584
2002.05.26, 05:02 PM
Are you asking ME to make new levels? heheheheh... That's a good one. I'm lucky my mommy dresses me each morning so I don't have my shirt on backwards! (Kidding) Seriously, I have no design talent in me, that's why I program!

I did get the latest Hooptie code so I could try the rock. Should I drop the rock tile into my default set, or wait until it's in a point release? If Hoopite ignores characters in a file it doesn't know about, for backwards compatibility, then it would be safe to do so. I'll could look, but I figure it's easier to ask.

I'm still not sure if I want to join the main project. I really, really, really :-) want to add the ability to kick ice blocks like that old game Pengo, but in looking at the code, the way keys are passed around it looks like a lot would have to change to do that. Once I have something meaningful to contribute I'll join.

I'm glad it didn't have you running from the room in terror, and you could figure it out. Let me know if the code is unclear or you find a bug.

Thanks for the words of encouragement!