#152890 - rodif - Sat Mar 22, 2008 6:12 am
Hey all,
It has been a long time since my last update. Here was the first post, I'm starting a new one because that one had gotten off topic.
http://forum.gbadev.org/viewtopic.php?t=12070&highlight=
So basically what I'm working on is a game designer that will allow you to define most of the meta data that goes into your games. This product is a cross between a tile map editor (mappy) and a full game maker (rpg maker). There are a lot of features that will be built in to this editor (tile boards, maps, sounds, paths, regions, triggers). Each editor will have customizable meta data and customizable runtime features associated with it so you can customize the editor to fit your game. It will also expose a api so you can write your own modules if one of the builtin ones doesn't suit your needs.
This editor will never be a game creator studio; you will need to write your game engine from scratch. This tool is designed for developers who have or are going to develop their own game engine. To access your data you will have a few choices:
1) write export scripts - currently these scripts can be implemnted in a java scripting language named groovy, but i will support more java based scripting languages... and batch (shell execute) type builds.
2) along with export scripts groovy has a simple template syntax that you could use to generate text files
3) write a java plugin to access the data directly
4) xml, as i mentioned in my previous post, the save files are stored in xml. Although the save files are xml they are not easy to parse, the editor uses a java serialization library called xstream. There would be nothing to stop you from reading the xml directly, but there would be no direct support for it. I'm currently tossing around the idea to break down and write custom xml serialization, but even then the storage structures will be pretty generic and would be hard to re-implement the parsing logic to pull out the data.
Along with the export scripts, i will be supplying some api's to get the data out in common ways. Convert input images to gba images, creating a new image from all of the used tiles on a board or generate new tiles based on 2 tiles overlayed on top of each other.
There is still a lot of work to be done especially on the api/export side. I don't know exactly how I'm going to handle the release of this product yet. Most likely it will be free (or cheap) for homebrew and some fee for commercial offerings.
I am working with a small game developer building out a PC game (although it will cross compile with gba and ds eventually). So all of the art you see is from that project. Anyways, here is the preview:
http://www.stormweavers.com/tgb/movies/simple-demo.html
Let me know what you think.
-rodif
It has been a long time since my last update. Here was the first post, I'm starting a new one because that one had gotten off topic.
http://forum.gbadev.org/viewtopic.php?t=12070&highlight=
So basically what I'm working on is a game designer that will allow you to define most of the meta data that goes into your games. This product is a cross between a tile map editor (mappy) and a full game maker (rpg maker). There are a lot of features that will be built in to this editor (tile boards, maps, sounds, paths, regions, triggers). Each editor will have customizable meta data and customizable runtime features associated with it so you can customize the editor to fit your game. It will also expose a api so you can write your own modules if one of the builtin ones doesn't suit your needs.
This editor will never be a game creator studio; you will need to write your game engine from scratch. This tool is designed for developers who have or are going to develop their own game engine. To access your data you will have a few choices:
1) write export scripts - currently these scripts can be implemnted in a java scripting language named groovy, but i will support more java based scripting languages... and batch (shell execute) type builds.
2) along with export scripts groovy has a simple template syntax that you could use to generate text files
3) write a java plugin to access the data directly
4) xml, as i mentioned in my previous post, the save files are stored in xml. Although the save files are xml they are not easy to parse, the editor uses a java serialization library called xstream. There would be nothing to stop you from reading the xml directly, but there would be no direct support for it. I'm currently tossing around the idea to break down and write custom xml serialization, but even then the storage structures will be pretty generic and would be hard to re-implement the parsing logic to pull out the data.
Along with the export scripts, i will be supplying some api's to get the data out in common ways. Convert input images to gba images, creating a new image from all of the used tiles on a board or generate new tiles based on 2 tiles overlayed on top of each other.
There is still a lot of work to be done especially on the api/export side. I don't know exactly how I'm going to handle the release of this product yet. Most likely it will be free (or cheap) for homebrew and some fee for commercial offerings.
I am working with a small game developer building out a PC game (although it will cross compile with gba and ds eventually). So all of the art you see is from that project. Anyways, here is the preview:
http://www.stormweavers.com/tgb/movies/simple-demo.html
Let me know what you think.
-rodif