New editor in the works!
Hello, friends!
It's me GameHampe, the guy behing WDE+. I noticed that a new version of Dink (HD) came out for android and I checked back here. I thought that "Hey, what this engine really needs is a new, fully working, editor." So I started making one a while back. It's being written in java (so it'll be cross-platform), and although it's in early stages in development it's progressing nicely.
Just wanted to make the announcement, stay tuned for a few screenshots soon Any feature suggestions etc are welcome, of course.
It's me GameHampe, the guy behing WDE+. I noticed that a new version of Dink (HD) came out for android and I checked back here. I thought that "Hey, what this engine really needs is a new, fully working, editor." So I started making one a while back. It's being written in java (so it'll be cross-platform), and although it's in early stages in development it's progressing nicely.
Just wanted to make the announcement, stay tuned for a few screenshots soon Any feature suggestions etc are welcome, of course.
Great
I wonder though if you could release a quick patch to WDE+, so that it recognizes dmods in the \(Dink Smallwood HD main folder)\dmods\ folder?
I wonder though if you could release a quick patch to WDE+, so that it recognizes dmods in the \(Dink Smallwood HD main folder)\dmods\ folder?
Hey, GlennGlenn, you still here? ^^ I remember you.
A first screenshot and some general design explanations and plans have been posted on my Development log Check it out and see if you like my ideas, or let me know I'm making this for you (and for fun), since I don't plan on making any DMODS
Also, sorry, there'll probably not be any patch for WDE+. All focus is on the new editor and this laptop is not even set up for C++/MFC/DirectX coding.
A first screenshot and some general design explanations and plans have been posted on my Development log Check it out and see if you like my ideas, or let me know I'm making this for you (and for fun), since I don't plan on making any DMODS
Also, sorry, there'll probably not be any patch for WDE+. All focus is on the new editor and this laptop is not even set up for C++/MFC/DirectX coding.
Oh cool. Another floating window with sprite properties would be nice. And selectable layers for collision, sprites and the background in the screen editor.
Looks nice
I think WDE had this but WDE+ broke it (not sure cos I've never used WDE) but if it showed the sequence and frame when mousing over the sprite that would be useful.
Did think of something else but I've forgotten it, erm.......
What does HJ stand for by the way?
I think WDE had this but WDE+ broke it (not sure cos I've never used WDE) but if it showed the sequence and frame when mousing over the sprite that would be useful.
Did think of something else but I've forgotten it, erm.......
What does HJ stand for by the way?
I can only think of one thing that you'd shorten as HJ... But that's probably not it. =)
"Oh cool. Another floating window with sprite properties would be nice. And selectable layers for collision, sprites and the background in the screen editor."
Those will all be in
"I think WDE had this but WDE+ broke it (not sure cos I've never used WDE) but if it showed the sequence and frame when mousing over the sprite that would be useful."
It does that WDE+ does that too, it's toggled with a key.
"What does HJ stand for by the way?"
HampeJava, It just occured to me that it might be a good idea to drop the "H" tho
Those will all be in
"I think WDE had this but WDE+ broke it (not sure cos I've never used WDE) but if it showed the sequence and frame when mousing over the sprite that would be useful."
It does that WDE+ does that too, it's toggled with a key.
"What does HJ stand for by the way?"
HampeJava, It just occured to me that it might be a good idea to drop the "H" tho
"WDE+ does that too, it's toggled with a key."
Wow I never knew that, great
But... which key? I can't find it
Wow I never knew that, great
But... which key? I can't find it
January 2nd 2011, 07:57 AM
Ipd
It's under the preferences i think, but I'm not by the computer :/
Went through the menus and pressed every key
There's sprite info, but that only shows sprite number, brain and attached script. I mean that the seq/frame shows up down in the bottom bar, like the screen number and x/y position.
There's sprite info, but that only shows sprite number, brain and attached script. I mean that the seq/frame shows up down in the bottom bar, like the screen number and x/y position.
Hey an idea: Hot-Keys! Like, with a sprite selected, have left and right arrow key to decreese increese frame number. Ans scale sprite with for example the mouse wheel....
Oh and maybe a function to generate screens.. Say it creates a grass background with spicific tiles (all plain grass) and the puts out one random stone sprite, two tree sprites and five grass sprites (at random coordinates)...
Oh and maybe a function to generate screens.. Say it creates a grass background with spicific tiles (all plain grass) and the puts out one random stone sprite, two tree sprites and five grass sprites (at random coordinates)...
The only thing I'm asking from this new editor is that you use all your ideas to make the mapping as easy as possible for us lazy mappers. I find the scripting things in WDE+ perfect but the mapping is frustrating!
"Hey an idea: Hot-Keys! Like, with a sprite selected, have left and right arrow key to decreese increese frame number. Ans scale sprite with for example the mouse wheel.... "
I like it, should be easy to implement
"Oh and maybe a function to generate screens.. Say it creates a grass background with spicific tiles (all plain grass) and the puts out one random stone sprite, two tree sprites and five grass sprites (at random coordinates)..."
I have planned something better I'll explain it in the log later
I like it, should be easy to implement
"Oh and maybe a function to generate screens.. Say it creates a grass background with spicific tiles (all plain grass) and the puts out one random stone sprite, two tree sprites and five grass sprites (at random coordinates)..."
I have planned something better I'll explain it in the log later
Yeah it's awesome, the swedish people are always the best, Skull, that's just how it is...
Another good idea would be to have another floating window containing a text editor allowing you to edit the script file attached to the selected object.
Yeah it's awesome, the swedish people are always the best, Skull, that's just how it is...
The Swedish people are also known for quitting.
The Swedish people are also known for quitting.
I have one more feature request, but it would be incredibly hard to implement yet lead to a ridiculously easy creation process.
Would it be possible to introduce some sort of cutscene creator? In other words, where you define the "actors" in the scene and then customize waypoints (move/move_stop) and wait times/dialogue. Anything else the developer wants will probably still have to be done in manual scripting though, to keep it "simple". Basically, even just the movement part would be handy. And even if all that is too hard, maybe just forget about the actors and only include the export waypoints in order functionality
Would it be possible to introduce some sort of cutscene creator? In other words, where you define the "actors" in the scene and then customize waypoints (move/move_stop) and wait times/dialogue. Anything else the developer wants will probably still have to be done in manual scripting though, to keep it "simple". Basically, even just the movement part would be handy. And even if all that is too hard, maybe just forget about the actors and only include the export waypoints in order functionality
Epic idea. Do it.
By the way, I'm liking the looks of 'HJ'. Keep up the excellent work. You're a living legend in my books, Gamehampe.
By the way, I'm liking the looks of 'HJ'. Keep up the excellent work. You're a living legend in my books, Gamehampe.
That map thing looks really good, only thing that worries me is that people will overuse it and we'll get a load of D-Mods with huuuge emptyish maps. Nothing to do with you though
OOT had a empty field because the lack of memory the catridge could hold. The US version had to use a memory expander in order toplay the game.
I doubt the map feature will lead to any different map decoration styles. It's just there for overall map planning I'd say. Or better yet, easy dungeon layout.
The "Movie2000" feature in DinkEdit did that. Nobody ever used it, however.
Oh yeah- I don't think anyone even remembers that. I certainly didn't. The autowarp feature in Dinkedit is excellent, though. (Place the mouse cursor where you want something to warp to, press Alt+W, pick up a sprite, press Alt+W again, and the sprite'll get the warp coordinates.)
No idea if that feature also exists in WDE.
No idea if that feature also exists in WDE.
"No idea if that feature also exists in WDE."
Very similar, you can do it by right-clicking.
Very similar, you can do it by right-clicking.
What is this Movie2000 feature? I have never heard of that... Are we talking about the ancient DinkEdit?
Yep. There is a tutorial about it at http://www.dinknetwork.com/file/movie2000_tutorial/.
Hey man, DinkEdit's classic! Probably the best "free" game making program of it's time.
@Kyle: I don't think such a feature would be that hard to implement. I can try, but It's not that important so don't expect it to be high priority
I’m thinking about including a .d decompiler in the editor, since a.) D-MODers could learn a lot from old scripts instead of them going to waste and b.) Everyone pretty much knows how to do it anyway. Any complaints?
No complaints from me. We're way past secretive bullshoot like that these days, encrypting scripts was more of a 90s thing I think.
You're just going to slide it in like the .FF decompiler anyway, aren't you?
No complaints from me. We're way past secretive bullshoot like that these days, encrypting scripts was more of a 90s thing I think.
You're just going to slide it in like the .FF decompiler anyway, aren't you?
"No complaints from me. We're way past secretive bullshoot like that these days, encrypting scripts was more of a 90s thing I think.
You're just going to slide it in like the .FF decompiler anyway, aren't you? "
*whistle* I had a decompiler planned for WDE+ too, back in the day, but I removed it due to popular demand. But I agree, the community, I think, is ready to move on
Stay tuned, btw, I'll make a post soon displaying all the planned features that will make HJDinkEdit a much easier and superior editor to WDE(+). There's some pretty revolutionary(tm) stuff that I think you'll enjoy
You're just going to slide it in like the .FF decompiler anyway, aren't you? "
*whistle* I had a decompiler planned for WDE+ too, back in the day, but I removed it due to popular demand. But I agree, the community, I think, is ready to move on
Stay tuned, btw, I'll make a post soon displaying all the planned features that will make HJDinkEdit a much easier and superior editor to WDE(+). There's some pretty revolutionary(tm) stuff that I think you'll enjoy
Hi all,
I was waiting for this A new WinDinkEdit! I still use Plus version ^^
A .d decompiler would be a nice featue, I always use other authors scripts to make my new ones, CoD (my unsucessful demo Mod) had a modified Lyna's Story follower as a monster that follows Dink, but I never would be able to do that from scratch ^^
Also, I have a suggestion too ^^
If we had a multi-sprite selection tool? So we could drag a 'square' and select various sprites at once and move them all or input a certain attribute to all them in a single click That's what I've been waiting for a long time.
Staying tuned here
I was waiting for this A new WinDinkEdit! I still use Plus version ^^
A .d decompiler would be a nice featue, I always use other authors scripts to make my new ones, CoD (my unsucessful demo Mod) had a modified Lyna's Story follower as a monster that follows Dink, but I never would be able to do that from scratch ^^
Also, I have a suggestion too ^^
If we had a multi-sprite selection tool? So we could drag a 'square' and select various sprites at once and move them all or input a certain attribute to all them in a single click That's what I've been waiting for a long time.
Staying tuned here
"If we had a multi-sprite selection tool?"
YES!
ME WANT!
You should be able to move them all at once too, of course.
YES!
ME WANT!
You should be able to move them all at once too, of course.
Hmm, that new sprite browser is nice. How are the graphics listed in that? Are they grouped in directories, or alphabetical, or what? And how quick is the loading of the sprite browsers? I know in WDE it's very tedious that as soon as I press 'E' I have to wait 10 seconds of so for the sprite screen to load. But hey, that could just be my PC...
Guess so,
It takes 3 seconds to load sprites first time, afterwards, it loads instantly
Also, sprites seems to be listed on seq number order.
It takes 3 seconds to load sprites first time, afterwards, it loads instantly
Also, sprites seems to be listed on seq number order.
"Hmm, that new sprite browser is nice. How are the graphics listed in that? Are they grouped in directories, or alphabetical, or what? And how quick is the loading of the sprite browsers? I know in WDE it's very tedious that as soon as I press 'E' I have to wait 10 seconds of so for the sprite screen to load. But hey, that could just be my PC... "
Any way you want And, well, it should be instant. Although, yes, it should be in WDE+ plus as well.
But now! I've typed up the complete list of planned features (this far) here: It contains a lot of goodies.
Click here!
Any way you want And, well, it should be instant. Although, yes, it should be in WDE+ plus as well.
But now! I've typed up the complete list of planned features (this far) here: It contains a lot of goodies.
Click here!
Okay, official test:
Original Dink graphics: 10 seconds
Pilgrim's Quest graphics: 24 seconds.
And yeah, it's probably just my PC. And the intensity of having a gazillion graphics.
And if those sprites are listed by sequence, GameHampe, how would one be to cycle through the frames in the sequences?
Original Dink graphics: 10 seconds
Pilgrim's Quest graphics: 24 seconds.
And yeah, it's probably just my PC. And the intensity of having a gazillion graphics.
And if those sprites are listed by sequence, GameHampe, how would one be to cycle through the frames in the sequences?
I have another suggestion. Crating sprites in scripts is a little time intensive, so I wonder if it would be possible to integrate sprite libraries with scripting. So, you could use a create_sprite() command and an optional pop up would be displayed that lets you select a sprite from the sprite library. After this, the scripting tool would generate the required lines to set the settings like health, defense, speed, ...
Same thing for player warps, simple cutscenes, ...
It already looks awesome, these things would just be amazing extras
Same thing for player warps, simple cutscenes, ...
It already looks awesome, these things would just be amazing extras
Oooh! Those are goodies! I'm really beginning to like the sounds of this editor. And if you can completely remove the need for me to ever edit the dink.ini myself ever again, you shall be God.
Good goodies!
Drag sprite selection was there all this time! Yay!
Layer sprite placement sounds awesome too.
- Automatically link sprites like bottels and hearts to the common script for them (bscripts.ini feature from WDE+)
Where is that on WDE+?
Drag sprite selection was there all this time! Yay!
Layer sprite placement sounds awesome too.
- Automatically link sprites like bottels and hearts to the common script for them (bscripts.ini feature from WDE+)
Where is that on WDE+?
You have to have a file called bscripts.ini which lists sequences and the script. Then when you place a sprite it assigns the script.
When (If) this is compleated I'll just have to throw together a small dmod
Now now now, Iplaydink. There's no coming back from quitting.
Shotgun for beta-testing
"Now now now, Iplaydink. There's no coming back from quitting. "
Aww... Too bad, then I guess I'll just try some mapping and throw away the results
Aww... Too bad, then I guess I'll just try some mapping and throw away the results
"I have another suggestion. Crating sprites in scripts is a little time intensive, so I wonder if it would be possible to integrate sprite libraries with scripting. So, you could use a create_sprite() command and an optional pop up would be displayed that lets you select a sprite from the sprite library. After this, the scripting tool would generate the required lines to set the settings like health, defense, speed, ..."
Well, yea, I suppose integratating the script editor with other aspects of the editor is a good idea
"And if those sprites are listed by sequence, GameHampe, how would one be to cycle through the frames in the sequences?"
Arrow keys or buttons. Holding "Space" plays the animation.
Well, yea, I suppose integratating the script editor with other aspects of the editor is a good idea
"And if those sprites are listed by sequence, GameHampe, how would one be to cycle through the frames in the sequences?"
Arrow keys or buttons. Holding "Space" plays the animation.
A zooming map similar to the Novashell editor would be interesting. It would mean you could do away with the "mini-map preview", and select sprites en masse. Might be slow without gfx acceleration.
A few new ideas. Perhaps a key that you could use to toggle nohit with, similar to the one you can use for hardness toggling. And maybe a bar that would include all the basic sprites such as rocks, trees, bushes, grass etc. placed somewhere in the screen and the sprite which you click on would appear.
Like to what Skull said, a resizeable window with the sprite inventory in it would be most excellent, as would be another window - sort of a "library" in which all game scripts are listed and can be opened from.
Progress is... progressing
"Like to what Skull said, a resizeable window with the sprite inventory in it would be most excellent, as would be another window - sort of a "library" in which all game scripts are listed and can be opened from."
Already done, both of them
Expect a feature demonstration video soon.
"Like to what Skull said, a resizeable window with the sprite inventory in it would be most excellent, as would be another window - sort of a "library" in which all game scripts are listed and can be opened from."
Already done, both of them
Expect a feature demonstration video soon.
Wow you're progressing fast!
Looking forward to the video!
And will there be an osx version?
Looking forward to the video!
And will there be an osx version?
"Already done, both of them"
Woooo! Baby, I love your' way!
Woooo! Baby, I love your' way!
Schnapp, I think there's already a "script library" in WinDinkEdit Plus (possibly in WinDinkEdit too).
"And will there be an osx version?"
Well, it's Java, so yeah
Well, it's Java, so yeah
Woah nice. Global vars too. Fancy taking over EasyDinkC 2 as well while you're at it?
Will you also make a multiple map.dat selector or an index expander for dink.dat to support more screens?
Indeed. =) As much of a Dinkedit fanboy that I am, I'm rather looking forward to this.
I can't wait...
You should have a beta out before the contest deadline so we could test it a little on our entries (a)
You should have a beta out before the contest deadline so we could test it a little on our entries (a)
That would be an excellent idea, because you'd be sure to get a lot of feedback when people are using it for actual development instead of just testing features.
Um, guys. As far as I've understood, he has made a large deal of progress with this editor, but it is still far away from even being ready for betatesting. Correct me if I'm wrong though, Gamehampe.
Don't shatter our illusions cruel man!
I'm refreshing the site right now just like iplay is doing to see if the beta is released yet. You shall not take this obsession from us!
I'm refreshing the site right now just like iplay is doing to see if the beta is released yet. You shall not take this obsession from us!
I was about to post something here, so I did.
February 12th 2011, 12:19 AM
Jupiter
guys would you mind making it so you could install it on ubuntu (zip file)
Beta release date.. is.. uncertain! Could be in a week, could be in a month All depends on sparetime, which varies. Heavily.
How is it going with the development of the editor?
A nice feature would be to point on the map and record warp map nr, x,y positions instead of specifying them by hand.
A nice feature would be to point on the map and record warp map nr, x,y positions instead of specifying them by hand.
WDE+ right click on sprite - set warp (begining and end)
Another one I missed when I first started was press M and you have screen match (dont forget to turn it off) - you should have seen me trying to get coordinates right to make those derned trees match up lol - idiot
So does that mean you are working on GV2?? *dribbles*
Another one I missed when I first started was press M and you have screen match (dont forget to turn it off) - you should have seen me trying to get coordinates right to make those derned trees match up lol - idiot
So does that mean you are working on GV2?? *dribbles*
Well, a little now and then. But nothing will be released in a long time I think.
I have an iPad and they don't support java is there anything else you could do it with
Nope, they don't support anything useful as far as I'm concerned.
HAving an editor for ipad would be kind of pointless... it would be hard to work with and result in spending a lot of time transfering files between the computer and the ipad... Because you aren't seriously considering scripting on it too?
March 21st 2011, 07:15 AM
Jupiter
where is it?????????????????? mmmmmeeeeeeeee want now .hey could you show the progress soon?
If it is I'm going to cry in a corner for the rest of the night, until I fall asleep, dream of the new editor, wake up and realise life sucks. Or something akin to that.
April 13th 2011, 01:48 AM
Jupiter
where is it? i have waited for months. at least show the progress.
@iplaydink I actually would moneys tight right now an I am not getting a computer any time soon and my mom dosnt want to have me downloading things on her computer my situation sucks.
Hey guys. Not dead! Just on hold. Lot's of stuff to do, also: spring, which means computer time is really really really limited, since I mainly do stuff on the computer to kill the cold Swedish winter months. But we'll see.
But if it starts to rain a lot we're good.
But if it starts to rain a lot we're good.
Well, some work has actually been going on behind the scenes. Mostly optimization, but a few new features has been added. Ill post a screen someday if anyone is interested.
How does a scorpion raise a hand anyway?
I want the screenies too
I want the screenies too
How does a scorpion raise a hand anyway?
Easier than a skull.
Easier than a skull.
Slightly unfinished updated Sprite Properties dialog, running on Debian linux.
Main new feature: Quick script editor in properties dialog. (and yes, the settings will be reordered and better organized )
just to show you i live
Main new feature: Quick script editor in properties dialog. (and yes, the settings will be reordered and better organized )
just to show you i live
Lookin good
Was wondering about a multi selection of sprites - if that was possible - so you could select a group rather than just one sprite at a time - be able to draw the mouse over some and use them as a group - maybe copy it to another screen delete or whatever? (Just a thought)
July 1st 2011, 11:01 PM
Predator
Is it better WDE+ if so how is it better what new features will be there?
Nice job.
Just out of curiosity, why are there two "X" under the Settings? There's probably some simple explanation, but I'm too tired to figure it out right now.
Just out of curiosity, why are there two "X" under the Settings? There's probably some simple explanation, but I'm too tired to figure it out right now.
Why, no. No it isn't. It's probably still a work in progress.
Look a few posts back and plus he isn't on Mitch to update it.
mr hampe decided not to release it because he doesn't like you.
When is it going to be released.
Mr. Gamehampe/chickenfist; perhaps we would all benefit from you releasing a BETA test version for some (or all of us) to test?
I know, the real world (including jobs, school, life, death, and all that) often intrudes upon making software for the fun of it. But it seems that it has been quite a while since you started this project now and it has too much to offer (*) to the Dink Community for it to be allowed to die.
Alternatively, perhaps you would be willing to release the source code to the Dink Community in the hopes that others may take up the banner of your work before it falls into the dust of time and despair, vanishing forever? Or maybe you could enlist the help of others in putting together some of the separate Java classes that make your project work?
Thanks so much for your time and dedication so far...
* (platform independence, new sophisticated map editing techniques, EASE OF USE, multi sprite seletcion, built in script editing, to name but a few!)
I know, the real world (including jobs, school, life, death, and all that) often intrudes upon making software for the fun of it. But it seems that it has been quite a while since you started this project now and it has too much to offer (*) to the Dink Community for it to be allowed to die.
Alternatively, perhaps you would be willing to release the source code to the Dink Community in the hopes that others may take up the banner of your work before it falls into the dust of time and despair, vanishing forever? Or maybe you could enlist the help of others in putting together some of the separate Java classes that make your project work?
Thanks so much for your time and dedication so far...
* (platform independence, new sophisticated map editing techniques, EASE OF USE, multi sprite seletcion, built in script editing, to name but a few!)