Euflorium: The Eufloria Community
Eufloria => Eufloria Classic => Eufloria Classic Mods => Topic started by: annikk.exe on May 28, 2011, 11:25:35 AM
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(http://img269.imageshack.us/img269/138/roidforge101.png)
This is a level designer. Download and play it like a normal map.
The controls are as follows:
1. Left click one of the tools in the top left.
2. Left-click to add and remove asteroids, or click-and-drag an existing asteroid when modifying its position, size and send distance.
3. If you want to select an asteroid without changing its properties, right-click it.
It's a highly polished version of my creation from about 12 hours ago, Asteroid Designer.
RoidForge is much prettier, has more features, and outputs playable levels.
Thanks to Aino for use of GetMouseX() and GetMouseY(), DrawText() and for discovering how to use the IO library to write to external files. :>
I'm interested in your opinion ! Please feedback me. This will inform the direction of future updates.
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Niiiiiiiice!
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One thing, why don't you make the asteroids automatically attach to a grid opoint when it is close? Some people likes it systematic you know :)
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Interesting idea. I might implement it in a future version. :>
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Also to change stats you can amke another box, when you clicked there will appear three boxes(like in Pilchards Rally 2.3) with a glider, then you can simply change them with the glider :)
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Glider?
EDIT: I've added a fine-tuning thing to my slide (glide?) bar if that would be useful. Not uploaded though as it's too small to be released alone.
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Maybe slide bar, not glide bar xD
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Add request:
Ability to change background colour. Shouldn't be too hard, I'd edit it in myself, but don't want to tread on any toes...
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Ah yes that's a good one. I will add it.
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Could you remove trees by using GetAsteroid(X).GetRandon[Dyson/Defense]Tree().Active = False? You could also use that to remove asteroids, possibly.
If you were then to lower the IDs of all 'roids with IDs higher than the removed one, you would have covered your tracks nicely, too.
Also, this got me back coding EUCLiD. Yay!
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I tried that before, but it doesn't seem to work. :/
I have an idea for how to do it... I will make a "garbage" group of ID's... from 10000 upwards is the garbage IDs, or something. I just put "deleted" asteroids there... then I can just remove them conveniently and create a new asteroid with 3 trees instead of 4, for example. It's all a bit complicated..
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Object.Die? Would that work?
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Negative. Object:Die() doesn't seem to work on trees either.
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Updated to version 1.01 - go download it from the original post! :>
Changes:
Asteroid ID labels (the "Name" of the asteroid) will now be correctly preserved when removing asteroids
The version number of RoidForge is now printed in the comments of the output level.
The flashing logo and version information that appears in the top left in the moments after launch now disappears on a "downswing" of the flashing, which looks less abrupt.
The flashing marker at the origin is 33% larger. :>
I've decided to keep this as a basic asteroid field designer for now. In the future I will add backdrop colour changes, global settings, seeds and trees and all that other stuff.. but for now I need to focus on the level I am actually meant to be working on :P RoidForge will help me with that.
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Known bugs:
Unable to place asteroids further than about 50,000 from the origin on either axis.
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Isn't that good? If you can go +50k, that makes it go to -50k, and take up loads of memory...
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Yeah but there is heaps of blank area where there is a grid but there is no possibility to place asteroids. That's not right, so one or the other has to give :>
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Does this mean something about the set mapsize or that you can't move it any further than 50k points from where you started to move them?
Both has nice solutions and both seems rather logical. And Pilchard: if you open Asteroid Designer 5, which uses 200 k units², it uses around 350 000 K, which I guess by wild is ca. 350 Mb of RAM usage, compare that to the 4 Gb that usually or minimally now adays sits inside of the computer. It isn't very much :)
And for the other case: Just drag, release and then drag again... It isn't an elegant or nice way to move the asteroids, but it is doable more than nothing atleast :)
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Yeah it's to do with the whole quad-tree idea, I think.
I've updated the original post with controls instructions, in case there was any doubt.
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Annikk, you should add the possability to change stats, you know better in the making than in the code what you want stuff to be :)
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i havent used this yet but i must say it looks not only amazing. its also going to be bloody helpful to the majority of coders, or even mega-amateurs who dont know the first thing about any of this stuff.
have you managed to fix that 50k bug yet btw?
i rreally cant wait ti try this one...its at the top of my list for sure.
merci beaucoup..
;D
aws
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I use it myself, it's very useful, just put stuff at random spots, make something out of it and suddenly *BOOM* a map :D
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Never has a game spawned so many level editors, yet its original content was made without one. :'(
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Joe Public doesn't have your skillz, Rudolf :>
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Must. Resist. Urge. To. Change. Nickname. To. “Joe Public”.
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Must. Resist. Urge. To. Change. Nickname. To. “Joe Public”.
hehe!!!
lol
;D
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Hehe, do it!
AWS, what is your avatar image? I like it mucho!
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Actually, you only have to change your display name. Or is that what you meant?
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No, no, no, I was just kidding. I love my “Bonobo” nickname. And yet I prefer if ppl call me “Tom” ;D