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Thread: TANX (Iron Strike)

  1. #101
    Co-Founder / PGD Elder WILL's Avatar
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    TANX (Iron Strike)

    :drool: I think if I don't get this editor soon, I'm gonna have to start learning how to swim. :lol:

    And so the mighty WILL sits... and waits... ...


    Re: The subject alteration; I couldn't resist.
    Jason McMillen
    Pascal Game Development
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  2. #102

    TANX (Iron Strike)

    I AM on it Will ^^

    Every free minute I have, I AM on it....

    Job, family and other things keeping me busy, but I spent all the time I can gain on the editor. I am nearly finished... converted all things which were arrays before to Lists and I think at the weekend I have everything done to give you something to work with, which is in a state that the things you design are not lost because of incompatibility to the next versions of the editor. Thats what I had in mind. Not to give you something which allows you to play, but something that allows you to start your work!

    Greetings,
    Dirk

    PS: If you can't swin, you should start learning it, no matter if you got an editor or not
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  3. #103
    Co-Founder / PGD Elder WILL's Avatar
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    TANX (Iron Strike)

    Sorry Dirk, I didn't mean to strees ya. Just tryin' to be funny.

    I know it's gotta be coder's hell behind that keyboard right about now. But no worries. I'm waiting, but doing so patiently. (Oh who am I kidding, I'm axious! )

    Oh and I can swim... sorta.. Like a crippled frog, I've been told. :?
    Jason McMillen
    Pascal Game Development
    Co-Founder





  4. #104

    TANX (Iron Strike)

    Will, you don't stress me *lol*

    Hope I didn't sound so! I just wanted to inform you that I am not putting the project aside

    Let's hope I get a first editor for you this weekend.... Then I can get back to the engine, which is absolutely not compatible with the editor at the moment.... hard piece of work waiting for me.

    Ah, and don't expect a professional editor where you can alter everything intuitive I always neglected the editor and bringing more and more features in it doesn't make it more comfortable :lol:
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  5. #105
    Co-Founder / PGD Elder WILL's Avatar
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    TANX (Iron Strike)

    Thats ok Dirk. If it works then I'll be happy. Unless there is some major thing that it slowing me down. Then I may have to have you make a small fix. But I think that'll do it.

    So how we lookin' right now? Almost there I'm guessing?
    Jason McMillen
    Pascal Game Development
    Co-Founder





  6. #106

    TANX (Iron Strike)

    Yes, we are almost there... I didn't find the time I needed at weekend. There is one more afternoon I have to work on the save/load procedures and List-structures. I want to expand the structures with some "at the moment unused" variables which I save with dummy values. In addition I will create some "dummy" structures which will also be saved (just the amount, no data).

    This will make the levels you will create more compatible with future editor releases.... if there are things which need to be added, I will hopefully be able to add them to the editor without varying from the loading structure, thus your "old" levels have no need to be converted to a new editor version.

    Don't mind if you don't know what I am talking about... I know what I am doing there

    I just don't want you to recreate the levels every time we get a new feature. And I don't want me to create several loading procedures depending on the editor version.

    Btw, the new loading/saving of levels need MUCH less diskspace now...
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  7. #107
    Co-Founder / PGD Elder WILL's Avatar
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    TANX (Iron Strike)

    Sounds like good stuff!

    You're smart to watchout for that common pitfall. [size=9px](I think it's common anyhow. At least when I was working on my older level editors I fell into it. )[/size] It can really take time away from the engine.

    I think I know what you mean. Basically extending the limitations of the load/save routines so that it'll have more breathing space for both expanding the object total and size limits, etc... plus if we want to add more triggers and types of objects, we'll be able to do so with no change to the load/save routines. Very smart move.

    I can't wait to dig into it and start designing missions. Hmm... maybe a level design assistant would help speed things up too? Hmm.. [size=9px](*hint hint* anyone? * *)[/size] :lol:
    Jason McMillen
    Pascal Game Development
    Co-Founder





  8. #108

    TANX (Iron Strike)

    Wah!!!

    I think my level editor is ready for a first test WILL!

    We should meet at ICQ when you're online. I can tell you how to use it then.

    It took a little longer than I thought, I added some more features to it.

    Meet you at ICQ!

    Greetings,
    Dirk
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  9. #109

    TANX (Iron Strike)

    I just got a call from my girlfriend... the postman was just delivering my price !!!!

    So now I own my copy of BDS 2006 Architect! Wow, I can't wait to get home

    Thanks to the whole PGD community!

    Greetings,
    Dirk
    <a href="http://www.greatgamesexperiment.com/game/Valgard/?utm_source=gge&amp;utm_medium=badge_game"><img border="0" alt="GGE" title="GGE" src="http://static.greatgamesexperiment.com/badge/game/valgard/gge400x56.png"></a>

  10. #110

    TANX (Iron Strike)

    Last night I sent WILL the editor and gave him a little introduction (until 2:30 am! ). There are still one or two things which need to be added, but all in all he can start designing the levels

    So now I will take care of my engine, which is not able to process all the level data right now... hard piece of work is waiting for me!

    I will keep you informed...

    Greetings,
    Dirk
    <a href="http://www.greatgamesexperiment.com/game/Valgard/?utm_source=gge&amp;utm_medium=badge_game"><img border="0" alt="GGE" title="GGE" src="http://static.greatgamesexperiment.com/badge/game/valgard/gge400x56.png"></a>

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