Skip to content

Releases: DragoniteSpam/DDDEditorGMS2

2021.3

29 May 21:53
Compare
Choose a tag to compare
2021.3 Pre-release
Pre-release

Removing some old versioning in the game data files so this'll be the last one compatible with older ones

edit: I know I should be properly using source control for this but I honestly need to just save a record of a few fixes quickly

2021.2

18 Apr 17:00
Compare
Choose a tag to compare
2021.2 Pre-release
Pre-release

Nothing special, but I've been refactoring code gradually and I haven't had many stability issues in a while so why not.

mysterious YYC header fun

24 Mar 00:41
Compare
Choose a tag to compare
Pre-release

leaving this here in case YYG wants to look at the cryptic YYC errors

DDD - 2020.1 Final Update

15 Mar 22:40
Compare
Choose a tag to compare

All of my current goals are working and seem stable. Most importantly:

  • Scribble preview tool is included
  • Lights! Lights! Lights!
  • Fixed that bug
  • Mesh autotiles and slopes
  • New solidness system
  • Quite a few changes to the data format, although it should still be mostly compatible with itself

Scribble Preview Tool

03 Mar 20:21
Compare
Choose a tag to compare

I've made a few changes singe the pre-release. The scribble preview tool should be good to go now!

Because I seem to believe it's a good idea to lump all of my tools into one program, as if that's never gone wrong for anybody before, apparently. This is a preview tool for scribble, a text renderer for Game Maker which I quite like. (If you want to know more about it, visit the repository.)

The rest of the editor has been disabled for this version of the program. It's the same code base as the rest of the DDD stuff I've been working on, but if you've already used one of those it shouldn't be affected.

DDD - Final update (for this year)

16 Dec 05:24
Compare
Choose a tag to compare

I've got a music friend who likes to post "this is my final remix.............................. as an n-year-old" every year right before his birthday and I want to steal that for software dev now.

  • This one adds a lot of work on the Tiled map import button. It's not done yet but it should be complete enough to pass usable data to the game, and clears up a bunch of edge cases that just used to just go ¯_(ツ)_/¯ with sub-par results
  • Other than that I fixed a bunch of bugs and filled in a bunch of things that I had yet to implement, or in some cases, had implemented in a less-than-satisfactory way
  • Lastly there's some UI cleanup. A lot of the event editor UI hasn't changed since almost the beginning, before I'd really settled on how it should look. so I spaced things out more nicely and added alphabetize functionality to Middle Click
  • Squashed some graphical bugs, particularly in the event editor
  • My mouse is perpetually half-broken and sometimes thinks the middle button is one of the other buttons for no reason, so I added an option to substitute Control + Space for it

Going to kill a bunch of compatibility in 2020.1 so that I can get rid of some really old code. Not sure how many yet, but you've been warned all the same.

Terrain Editor - Seems Like It's Stable Now

02 Dec 05:06
Compare
Choose a tag to compare

I had this written out and then accidentally navigated away from the page so the text box cleared without saving, awesome.

The terrain editor is pretty much done. I still want to add layered / blended textures and expose a bit more control over how the texture coordinates are painted (James I haven't forgotten, really) but I also need to focus on the rest of the stuff I'm making so that's going to wait.

  • I found and squashed some bugs that could crop up when saving and loading ddd* files. Most of them had to do with specific uses of the other parts of the editor and probably wouldn't have caused any issues if you were just using the terrain, but just in case I hope that's all taken care of.
  • Error messages are slightly more graceful and won't coerce you into force-quitting the program if they don't have to.
  • Objects are now saved using per-vertex color instead of per-face color. This makes the MTL files quite a lot cleaner and makes the colors in the output file more accurate to the way they look in the editor, but certain 3D model tools will ignore the color information altogether. And by that I mean Blender and possibly others, since Blender is the only one I have on hand. If you're not sure, you might want to check that your 3D model tool(s) can make use of vertex colors in OBJ, and if you're writing your own parser this is the trick I used. Alpha / transparency values are still store per-face.
  • Cleared up some annoyances in the rest of the game editor, plus added some new stuff.

As you can probably assume, I changed the data file format quite a bit this time around. This version should be backwards compatible but if you weren't having any problems before and updating causes any issues there's nothing wrong with keeping with the old(er) versions.

The next releases for this thing are going to be much more focused on the rest of the game editor.

Terrain Editor - First Release

04 Nov 05:49
Compare
Choose a tag to compare

On top of all of the other stuff I've been developing, the main feature of this one's the terrain editor that I added.

Once I publish the itch.io page there'll be a bit of media on it, which you may find useful.

Main features

  • Deform, texture and paint the terrain
  • Export 3D models (OBJ or Game Maker models) for use in games, or other applications - you don't need to use these in Game Maker yourself, although that's the primary focus
  • Export or import terrain as heightmap images (see documentation for the specifics)
  • Spiffy water shader

The YYC thing

You might notice two versions of the program: a "Default" version and a "YYC" version. They do the exact same thing, but the YYC version is compiled in native code instead of running inside the Game Maker virtual machine (the Default version), so it should perform quite a bit better, especially on lower-end machines.
The downside is that there are slight differences in the way the Game Maker VM and YYC work, and since the YYC takes way longer to compile and is significantly harder to debug it hasn't seen nearly as much testing as the Default version has. If (or when) problems appear in the YYC version, the Default one should be functional until I'm able to fix whatever the problem is.

0.1.1.14 - compatible through DV38

05 Sep 02:01
Compare
Choose a tag to compare
Pre-release

Backwards compatibility being removed again

0.1.0.9 - compatible through DV25

22 Jun 01:11
Compare
Choose a tag to compare
Pre-release

Every time I update the data file, I keep a record of how the old version was stored. As you can imagine, this leads to a fair amount of old and / or bloated code. Since this is all made while the tool is in development I can get rid of stuff periodically without screwing anyone over, but I'd like to have a way to access the really old code just in case.

In case you were wondering, the project went from 20,504 lines of code to 20,398. Not bad for purely removing a bunch of if statements!