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Veditor 1.3C


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#21 Bleed

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Posted 19 April 2011 - 09:21 PM

I'm not sure i understand what you're trying to explain there, are you referring to the window depth? To select tiles all you have to do is press the arrows left or right to scroll through individual tiles in the tileset.
Maybe a screenshot will help you demonstrate better?


Selecting tiles from a tileset is weird. The windows keep jazzing out on me (hard to explain, but the main window will stand in the background when I select sub-menus). Interface is a bit clumsy.

I see good potential for it, though. Polish it up, think of the user, could see something good from this.


Edited by Bleed, 19 April 2011 - 09:22 PM.

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#22 Desert Dog

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Posted 19 April 2011 - 09:41 PM

I'm not sure i understand what you're trying to explain there, are you referring to the window depth? To select tiles all you have to do is press the arrows left or right to scroll through individual tiles in the tileset.
Maybe a screenshot will help you demonstrate better?

Yep, if I have a tile set, I'd like to be able to just click-select, like in GM. The larger the tile-set, the more awkward it becomes to find the tile I'm looking for.
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#23 Bleed

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Posted 19 April 2011 - 11:40 PM

Already working on that issue as it was requested by many other users, so it will probably be included in the next release.
Thank you very much guys for the feedback.


I'm not sure i understand what you're trying to explain there, are you referring to the window depth? To select tiles all you have to do is press the arrows left or right to scroll through individual tiles in the tileset.
Maybe a screenshot will help you demonstrate better?

Yep, if I have a tile set, I'd like to be able to just click-select, like in GM. The larger the tile-set, the more awkward it becomes to find the tile I'm looking for.


Edited by Bleed, 19 April 2011 - 11:40 PM.

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#24 slam drago

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Posted 21 April 2011 - 07:35 PM

You should update for GM8.1
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#25 Bleed

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Posted 21 April 2011 - 08:51 PM

Not gonna happen anytime soon, gm 8.1 added more issues and bugs than it fixed. Version 8.0 does the job very well, so ill be sticking with that.


You should update for GM8.1


Edited by Bleed, 21 April 2011 - 08:51 PM.

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#26 slam drago

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Posted 23 April 2011 - 04:50 PM

You should add file encryption, so that hacker's can't hack games that use this type of file.
So instead of instance_create(xyz, x,y); it would be like 110011 (ascii representation of name) 1100 111000
Or something along those lines.
This would be a big pain to program but it would really help.
You would also have to write a GM extension so that people would have access to encrypt/decrypt functions.
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#27 Desert Dog

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Posted 23 April 2011 - 09:05 PM

Just put it in the create event of a room.
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#28 ChaosMaker

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Posted 25 April 2011 - 01:42 PM

its map editor has support for collision?
I'm not speaking of a collision with sprites, but only by collision vector points.
I personally think vector collision much faster than precise collision between sprites.
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#29 Bleed

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Posted 26 April 2011 - 05:37 AM

Collision in a map editor... I'm sorry, but i fail to see what the point is.

its map editor has support for collision?
I'm not speaking of a collision with sprites, but only by collision vector points.
I personally think vector collision much faster than precise collision between sprites.


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#30 solano

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Posted 18 May 2011 - 06:34 PM

Ok not really going to use it but downloaded it to see what it is.
Like the interface but was too lazy to read the help so my first question how do you change sprite origin.

Anyways looks good and simple to use.

By the way I placed a few objects and clicked on content information and it gave me this error
Spoiler


But I ignored it and the window popped up. I then refreshed and it was ok.

Keep up the good work. I've been trying to come up with suggestions but none so far. I will edit/post if I come up with something.
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#31 Bleed

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Posted 18 May 2011 - 07:03 PM

Awesome, the very first bug-report, thank you and will get right to fixing it.
Looking forward to the suggestions.

EDIT : Done

Ok not really going to use it but downloaded it to see what it is.
Like the interface but was too lazy to read the help so my first question how do you change sprite origin.

Anyways looks good and simple to use.

By the way I placed a few objects and clicked on content information and it gave me this error

Spoiler


But I ignored it and the window popped up. I then refreshed and it was ok.

Keep up the good work. I've been trying to come up with suggestions but none so far. I will edit/post if I come up with something.


Edited by Bleed, 19 May 2011 - 11:27 AM.

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#32 Bleed

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Posted 27 May 2011 - 07:31 PM

New Version 0.9 available for download Posted Image.
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#33 Bleed

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Posted 10 July 2011 - 06:59 PM

You guys have any feedback or comments so i can improve the next version?
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#34 Robert3DG+

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Posted 09 September 2011 - 04:53 PM

Hi Bleed, I've made a list of things your editor could greatly benefit from and why:

  • Ability to set an instances creation code- Many GM users use the creation code to give their instance special characteristics like rotation without creating many objects, or setting health and damage values.
  • The ability to rotate and colorize the sprites- This has been wished for in the GM room editor have been wished for for a long time. You should add these to your editor. Even if you can't save these into the actual game they would be very useful during the level creation stage. This goes with the idea above, if I set an instances creation code to include changing it's direction, I can rotate it's sprite in the editor to see how it would look, and get a visual indicator it's direction has been altered.
  • Maybe the ability to add sprites and objects from a .gmres file?


Look into these, they could be great additions that truly make your level editor more useful than the built in one.
-R3DG

Edited by Robert3DG+, 09 September 2011 - 04:53 PM.

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#35 The Legend

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Posted 17 September 2011 - 04:16 PM

I thought this was an in-game level editor. But it's not. And I'm bummed. So yeah.
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#36 Bleed

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Posted 17 September 2011 - 05:15 PM

@The Legend
Is that a...good thing?
How can it be an in game level editor if not all games are identical. You have to program your game to work with VEditor not the other way around.

@Robert3DG+
Thank you for the feed back i will definitely look into it.

Edited by Bleed, 17 September 2011 - 05:26 PM.

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#37 Gamer_Dude64

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Posted 17 October 2011 - 11:17 PM

you should look into gm html5 file format... you can then just import the room file into your game and gm html5 will automatically use it and update it when changes are made with your editor... i sent you a pm.. here is a link to some documentation on the file format of a .gmx here
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#38 Bleed

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Posted 02 November 2011 - 09:00 PM

Soon as version 1.0 is complete and out, which wont take long, i will definitively take the time to look into your suggestion too. Thanks for the idea and the link.

you should look into gm html5 file format... you can then just import the room file into your game and gm html5 will automatically use it and update it when changes are made with your editor... i sent you a pm.. here is a link to some documentation on the file format of a .gmx here


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#39 Bleed

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Posted 20 December 2011 - 01:22 PM

A few screenshots (subject to change) from the upcoming version 1.0 release of VEditor :

Posted Image Posted Image Posted Image



New Features, like Categories for grouping Objects, Change Tileset attributes on-the-fly, Previewing of sprites and tilesets and many more new features and improvements.
This would be a good time to request and suggest new things.

Don't forget to comment Posted Image
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#40 Bcm27

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Posted 20 December 2011 - 07:07 PM

Cant wait for version 1.0 ::lmao:: ::lmao:: ::lmao::
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