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Post by hugheth2 on Oct 17, 2012 7:39:07 GMT -8
Trees and ferns - in the right place!
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Post by Perfect Grunt on Oct 17, 2012 12:05:05 GMT -8
Your editor has a quirkz mode
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GooRoo
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Post by GooRoo on Oct 17, 2012 12:28:00 GMT -8
I noticed in other imagez that dizGruntled's Level Editor also can display far more tilez at a time. That is definitely a GOOD THING! How soon do you think the editor will be 'firm' enough to make available from this Forum for our Designerz to try out?
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Post by hugheth2 on Oct 17, 2012 15:21:40 GMT -8
It's now loading all the logicz in! The next task is to work out a nicer way to represent logicz in the editor... Quirkz mode will be to allow things like diagonal bomb gruntz and wingz not picking up powerups after flight, in case level designers used these as part of their game mechanics. GooRoo, it really depends on what you want to do with it! Currently there's no level file format, as I haven't got around to thinking about how to classify logicz yet, though I'll be doing this in the next few days. Tomalla said that he's happy to try making an "export to WWD" function for backwards compatibility, though I suspect this will take some time! If you just want to try it out, then in the next few weeks, but if you want to make levels that play in Gruntz or Dizgruntled you'll probably have to wait a few months
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GooRoo
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Post by GooRoo on Oct 17, 2012 18:20:59 GMT -8
One thing I would like to see in the editor is (an option) to place the first logic on a tile to be placed in the upper left-hand corner ... as a tile @ X=0, Y=0 would have Location X: 8 and Y: 8. Another 'want' is for tilez which must have logicz (Switchez, Brickz, etc.) to have the appropriate 'skeleton' logic applied as soon as the editor goez into Object mode ... with the equivalent of CalcCowID performed. Not that I am lazy, you understand, but that any would-be Designer would not be able to make a fatal omission that showz up the first time they try to load the puzzle. That is (IMHO) the worst failure of the Gruntz Level Editor ... that it does not enforce the requirementz of the game engine, itself. (Such as valid tile numberz in the Rects: fieldz of a Giant Rock.)
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Post by hugheth2 on Oct 18, 2012 2:04:05 GMT -8
So lots of assumptions here There won't by any smarts or any silly properties like that. Each logic will have its own properties specifically relating to itself. One thing I would like to see in the editor is (an option) to place the first logic on a tile to be placed in the upper left-hand corner ... as a tile @ X=0, Y=0 would have Location X: 8 and Y: 8. Most 'ghost' logics will still be 16x16 pixels and will (optionally) align to the grid, so you can place them easily Another 'want' is for tilez which must have logicz (Switchez, Brickz, etc.) to have the appropriate 'skeleton' logic applied as soon as the editor goez into Object mode ... with the equivalent of CalcCowID performed. You won't need Brickz unless you want to specifically hide the brickz to certain players Switchez will have an associated flavour that connects it to any triggerz of the same flavour, allowing them to be moved around without breaking the linkage Not that I am lazy, you understand, but that any would-be Designer would not be able to make a fatal omission that showz up the first time they try to load the puzzle. That is (IMHO) the worst failure of the Gruntz Level Editor ... that it does not enforce the requirementz of the game engine, itself. (Such as valid tile numberz in the Rects: fieldz of a Giant Rock.) There won't be a giant rock logic
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Post by hugheth2 on Oct 19, 2012 4:26:12 GMT -8
So I was wondering, the sequel will have a resolution of 1024x768 (by default)
Any thoughts on how you'd like the HUD to be displayed now it won't stretch the full vertical width?
I'd quite like to do my own compact one "in the original style" of the game, if people seem agreeable with that..
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Post by hugheth2 on Oct 19, 2012 4:36:36 GMT -8
Also for those who are interested I've now got all the original sounds and music loading in the game
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Post by hugheth2 on Oct 19, 2012 4:49:54 GMT -8
(I'm planning on having two default resolutions - 1024x768 and a widescreen 16:9 resolution)
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Post by Zu on Oct 19, 2012 9:07:53 GMT -8
I think that the easiest and most original-wise solution would be having the original menu that can be easily hidden by rolling it up, and unrolling it back should one need it.
Of course, some possible innovation could be very handy too. Like, for example, an option to have arrows with portraits at the screen edges that show the position of our gruntz if they are offscreen, and you can immediately jump to those gruntz by clicking those arrows.
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Post by hugheth2 on Oct 19, 2012 11:12:39 GMT -8
But how to deal with the fact that the old side bar is too small? Loving the idea of the arrows
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Post by GooRoo on Oct 19, 2012 11:46:25 GMT -8
I think that the easiest and most original-wise solution would be having the original menu that can be easily hidden by rolling it up, and unrolling it back should one need it. Of course, some possible innovation could be very handy too. Like, for example, an option to have arrows with portraits at the screen edges that show the position of our gruntz if they are offscreen, and you can immediately jump to those gruntz by clicking those arrows. I presume you are talking about strictly within the editor, not affecting the game engine in some way? Since I habitually assign Gruntz numberz 1 through 9(?), and tend to make Gauntletz #1, Shovel #2, etc., I know how to get to the most important Gruntz during solutionz. No need for any Arrowz that way.
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Post by hugheth2 on Oct 20, 2012 2:05:23 GMT -8
When talking about the sidebar, I'm purely referring to the in-game side bar.
It's too small for the new screen sizes! I'm just wondering if people REALLY want to keep the old one, or whether I can take some liberties...
I see your point with grunt pointer arrowz Goo Roo. It could be nice to have a keyboard shortcut to show it though, or maybe arrowz when a grunt is attacked or killed
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Post by GooRoo on Oct 20, 2012 6:28:58 GMT -8
Those Arrowz would be nice when the screen centerz here ... and the solver's Grunt(z) are immediately under attack over there. That sort of Quest design are what make "View the map!" imagez most difficult! And when all of the solver's Gruntz are supposed to survive, most annoying! So learning where the attacked Grunt is, and being able to switch away to him quickly would be an asset. Default: Arrowz on ... with the option to turn them off.
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Post by hugheth2 on Oct 20, 2012 12:17:37 GMT -8
You could also have a keyboard shortcut to spin between harassed gruntz... Gruntz with tools and colours in the latest editor!
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Post by hugheth2 on Oct 20, 2012 14:05:47 GMT -8
Triggerz and Switchez added
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Post by hugheth2 on Oct 23, 2012 0:34:23 GMT -8
Doesn't seem many people are around at the moment but O well.... Latest news is that I'm just getting grunt pathfinding working After that I'll press on with rolling out the editor with some basic functionality so people can have a bit of a play.
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Post by Perfect Grunt on Oct 23, 2012 5:30:06 GMT -8
Doesn't seem many people are around at the moment but O well.... Uni started again...
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Post by abdalla on Oct 23, 2012 5:38:14 GMT -8
so when do we expect a beta release of the game ?
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Post by hugheth2 on Oct 23, 2012 6:22:00 GMT -8
I'm guessing you've seen the website? There've been betas out for over a year now...
The next release will be in a few weeks when the editor is remotely useful, with a release of a partial clone of the original game expected sometime after that
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