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Sonic Maker

#256 User is offline Sonica 

Posted 28 November 2010 - 10:24 AM

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Not really knowing what a 'scripting function' means exactly, I can still say no, neither the runner or the maker have anything like that yet. I'm pretty sure.
This post has been edited by Sonica: 28 November 2010 - 10:25 AM

#257 User is offline Overbound 

Posted 28 November 2010 - 06:04 PM

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The ability to write scripts for objects of course. Maybe function was the wrong word though.

#258 User is offline theocas 

Posted 29 November 2010 - 12:28 AM

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Wow... this is very awesome. Keep it up!

#259 User is offline Sonica 

Posted 02 December 2010 - 10:26 AM

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Video using the Spring Yard tiles (ripped by Mercury).

Any appearance changes/bugs to the maker shown in this video do not need to be worried/pondered about.
This post has been edited by Sonica: 02 December 2010 - 11:18 AM

#260 User is offline Max Firestorm 

Posted 02 December 2010 - 10:58 AM

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Gah, this gets better with every video <3

#261 User is offline Sonica 

Posted 04 December 2010 - 08:47 AM

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Information on new features:

Water
- you'll be able to dynamically adjust the height of the water with the mouse, instead of what was originally planned, just typing the y into a text box.

Main
-I'm going to include at least a basic undo function. The complexity of this tool will be down to how hard I find the simple version to add (so obviously I haven't started that feature yet).

Tiles
- this doesn't really belong here, but to make post longer, I'll tell you that scrolling through tiles is even easier, as you can acquire the tile image from another tile, just by using space.

Sonic
- because you might under-estimate the size of the view around the player's starting point, now whenever the mouse is hovering the starting arrow, it shows the view that it will start off with, this helps you decide whether you'll need another tile under the current one.


There, that should do it.

EDIT:
Simple 'Undo last action' feature added, and that'll probably be it.
EDIT:
10 step undo/redo added 2 bugs to fix.
This post has been edited by Sonica: 05 December 2010 - 09:27 AM

#262 User is offline Selbi 

Posted 04 December 2010 - 12:43 PM

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Undo last action? While sounding great, it'd be better if you can go back up to like 5 steps. =)

#263 User is offline Aerosol 

Posted 04 December 2010 - 01:50 PM

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That'd require a way to store each and every action you do into a file or something. Kinda complex, especially in game maker. Not saying I don't agree with you Selbi, just sayin.

#264 User is offline Selbi 

Posted 04 December 2010 - 03:31 PM

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Why "each and every"? I was just talking about 5. And is it really that hard to store data in Game Maker? Are there any programming limits? You could do this by simply setting two bytes or flags: One for the kind of action you just did (placing chuck, placing objects, rising water...) and the other one for the value it had before you did it, while 0 could be for "you newly spawned it, it didn't exist at this time".

#265 User is offline Aerosol 

Posted 04 December 2010 - 03:45 PM

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Well think about it. If you're gonna program a way to store 5 previous changes, then it makes sense that first, you'd have to figure out a way to store any number of previous changes.

Aside from that, what you're suggesting would be simple if the programming had allowed for that from the get go. As it is, there would have to be a significant rewrite of a lot of Sonic Maker's code. Maybe. I don't know anything more than you do about Sonic Maker's code, and I'm basing this off of a whole bunch of assumption. Sonica could probably clear it up some more.

#266 User is offline Sonica 

Posted 04 December 2010 - 03:48 PM

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Currently, it saves a temp file to the temp directory, and loads it when you click undo. I am rubbish with undo/redos. But it works pretty fast, and an undo redo that stored more than 1 action would require a LOT of work.

EDIT: Actually, I'll think about that. It'd just mean I have to save more files... the way I do things.
This post has been edited by Sonica: 04 December 2010 - 03:50 PM

#267 User is online RGamer2009 

Posted 04 December 2010 - 03:54 PM

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QUOTE (Sonica @ Dec 4 2010, 03:48 PM)
Currently, it saves a temp file to the temp directory, and loads it when you click undo. I am rubbish with undo/redos. But it works pretty fast, and an undo redo that stored more than 1 action would require a LOT of work.

EDIT: Actually, I'll think about that. It'd just mean I have to save more files... the way I do things.

Couldn't you do it like it saves the entire project at that point as a number in a temp file?

Like say you have done 4 changes since you last saved. It would save each change as a number value in order of when they were done (1,2,3,4), and to "undo" an action means to go back to the previous number (1,2,3), and thus all the data that was saved at that number.

#268 User is offline Selbi 

Posted 04 December 2010 - 03:54 PM

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@Sonica: Wait, you are basically backing up the entire project file in a temp file? Well, I'd like to know how big this file would be, like if it's only a few bytes or really big and just would waste your space.
This post has been edited by Selbi: 04 December 2010 - 03:55 PM

#269 User is offline Aerosol 

Posted 04 December 2010 - 03:59 PM

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It'd be better to queue up all changes made and revert to the previous change with each undo. But like I said, writing in ways to allow for every single change to be queue'd up requires a fairly difficult rewrite. Or atleast time-consuming.

#270 User is offline Sonica 

Posted 04 December 2010 - 04:00 PM

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Depends on how much content is in the level at the time I guess, I dunno. I was lazy, but I don't know if I could bring myself to making a more complex thing. At least it works fast...
This post has been edited by Sonica: 04 December 2010 - 04:02 PM

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