Home › Forums › Destiny of an Emperor › Destiny of an Editor (permanent beta test mode active)
Tagged: Destiny of an Editor, Destiny of an Emperor, Huo Hu, Niahak, ROM Hacking, Xian Zhu Xuande, Zhuge Liang
- This topic has 1,129 replies, 26 voices, and was last updated 11 years, 1 month ago by
MiDKnighT.
-
AuthorPosts
-
February 6, 2014 at 4:58 pm #53467
Niahak
ModeratorSure, I should be able to find some time Saturday or Sunday.
February 7, 2014 at 1:45 pm #53468MiDKnighT
ModeratorSounds good! I will be putting insulation under my house tomorrow :oops: I’ll commit my changes tonight.
Besides the Region selector, this is close to being ready to release. The map interface also got a little bit of a makeover:
The highlight being the preview pane at the bottom left where you can click on surrounding regions. It shows the current region in the middle and the 8 surrounding regions around it. This helps to visually see how regions are tied together and give you the “big” picture.
-
This reply was modified 12 years, 3 months ago by
MiDKnighT.
February 7, 2014 at 3:39 pm #53472MiDKnighT
ModeratorAlso for the region selector you can use “category” in the MapRegion class to get which graphics/palette to load. Set up the Region Selector *after* mapcatfixup() is run in loadmaps but I think it’s already like that.
February 7, 2014 at 5:20 pm #53473MiDKnighT
ModeratorOK just committed. You gotta take it for a test drive, pretty nifty :)
And I just realized something… It looks like different “categories” are sharing tile banks. It’s divided up like this:
Bank 0: World Map
Bank 1: innHouse, Cave, insideCastle
Bank 2: fortress, town, burntTownWe can probably cut the loading time in half if we only load 3 tile banks instead of loading the 2nd two banks 3x. I can do that after your changes.
February 8, 2014 at 7:40 am #53476Niahak
ModeratorAwesome work!
I’ve uploaded fixes to the region selector. I also start up loading map graphics in a separate thread so you can click on other things while it’s loading up (it’s a bit tricky, but it should be safe if users aren’t clicking on stuff *in* the graphics page while it’s loading).
There’s still a tiny issue where the region selector’s last column is squeezed, but I don’t think there is actually anything in those regions so it may not be an issue.
February 8, 2014 at 7:47 am #53477MiDKnighT
ModeratorNice! Lemme check it out.
February 8, 2014 at 7:57 am #53478MiDKnighT
ModeratorWow the region selector looks so cool with all the towns, caves and all that on the outskirts. Now that I see it visually maybe I need to try and load more to the east in case anything is there. I might have also gone too far south. All controlled by this:
for (int y = 0; y < 0x40; y++)
{
UpdateProgressBar(2); //Total of section -> 230
for (int x=0; x<0x20; x++)
{So the map is 0x40 tall and 0x20 wide. Maybe I should try to widen it just to see what’s out there.
February 8, 2014 at 8:10 am #53479MiDKnighT
ModeratorAlso I have to put in insulation under my house today so if you have time and see any more touch ups you wanna do feel free :D
February 9, 2014 at 2:14 pm #53480MiDKnighT
ModeratorAdded a “Tiles in Region” box that supports drag and drop. This helps to quickly find the tiles that are already in the region in case you want to rearrange things. Particularly useful in caves. Also added tooltips for both boxes on the right in case someone wants to reorg the tile text files. Here’s a preview of the “Tiles in Region” box:
And…I’m going to go ahead and let others play with this –> http://www.niahak.org/doaed/DoaEditor.zip
Thanks to Niahak for all his help with this. Couldn’t have done this one without him.
Let us know if you find any buggies!
February 10, 2014 at 9:10 am #53487MiDKnighT
ModeratorNew look coming for “Places” page:
February 10, 2014 at 3:46 pm #53488MiDKnighT
ModeratorCurrently have it so you can see treasure and hidden items on the map:
Hoping to give the ability to move items or change items next.
February 10, 2014 at 6:11 pm #53489sonic.penguin
ModeratorHaving the ability to move sprites via a “right click option” similiar to warps would be a huge plus as entering in the X,Y values and checking them for correct placement is a real huge pain as the zones + coordinates many times cause confusion to where it begins/ends.
February 10, 2014 at 6:23 pm #53490MiDKnighT
ModeratorHaving the ability to move sprites via a “right click option” similiar to warps would be a huge plus as entering in the X,Y values and checking them for correct placement is a real huge pain as the zones + coordinates many times cause confusion to where it begins/ends.
Well the right click option sucks for coding lol…
With the way it currently is you can “walk” the sprite across the screen by playing with the X/Y values. Ie…it updates the pictures immediately after changing the X/Y location.
February 10, 2014 at 8:47 pm #53491sonic.penguin
ModeratorGot it. The preview option is definitely a plus as opposed to guess and check. Out of curiosity, are the cave “exit points” now editable via DOAEditor? Before, when moving caves on the world map, the cave exits had to be manually changed via the hex, sometimes with multiple exits depending on how many tiles exited the caves.
February 11, 2014 at 7:21 am #53493MiDKnighT
ModeratorI haven’t looked at cave exit points. Can you explain that issue again?
-
This reply was modified 12 years, 3 months ago by
-
AuthorPosts
- You must be logged in to reply to this topic.






