Editor screenshots

This is a discussion on Editor screenshots within the Game Programming forums, part of the General Programming Boards category; Here is an early early screenshot of one of my level editors. It uses MFC and thus the reason for ...

  1. #1
    Super Moderator VirtualAce's Avatar
    Join Date
    Aug 2001
    Posts
    9,598

    Editor screenshots

    Here is an early early screenshot of one of my level editors.

    It uses MFC and thus the reason for all my posts about MFC recently. Learning it though gives me a huge toolset to work with to build some very nice tools for my games.

  2. #2
    Crazy Fool Perspective's Avatar
    Join Date
    Jan 2003
    Location
    Canada
    Posts
    2,640
    cool, looks nice Bubba.

  3. #3
    Registered User
    Join Date
    Mar 2003
    Posts
    580
    Very nice, I hope it proves to be a useful tool. How long did it take to develop what you've posted?
    See you in 13

  4. #4
    Super Moderator VirtualAce's Avatar
    Join Date
    Aug 2001
    Posts
    9,598
    Ya don't wanna know. Lots of trial, lots of error (mostly error), and lots of advil.



    About a month. A couple of days to actually read about MFC off of a book I got on amazon, a couple of trial programs and dialog tools for other games, and then finally tried to tackle an editor that did it all in one.

    I also have created a Joint Ops scripting tool that allows me to write scripts for Novalogic's newest online game. So far my testers say that it works very well.
    Last edited by VirtualAce; 03-15-2005 at 04:52 PM.

  5. #5
    C(++)(#)
    Join Date
    Jul 2004
    Posts
    309
    Everytime you post I get more and more amazed.
    To code is divine

  6. #6
    Carnivore ('-'v) Hunter2's Avatar
    Join Date
    May 2002
    Posts
    2,879
    Looks nice.

    Out of curiosity, did MFC make the job a lot easier, or could it have been accomplished with a similar amount of effort using pure API?
    Just Google It. √

    (\ /)
    ( . .)
    c(")(") This is bunny. Copy and paste bunny into your signature to help him gain world domination.

  7. #7
    Confused Magos's Avatar
    Join Date
    Sep 2001
    Location
    Sweden
    Posts
    3,145
    When did you move from 3D space shooters to 2D tile games?
    MagosX.com

    Give a man a fish and you feed him for a day.
    Teach a man to fish and you feed him for a lifetime.

  8. #8
    Software Developer jverkoey's Avatar
    Join Date
    Feb 2003
    Location
    University of Waterloo
    Posts
    1,904
    Heh, I was wondering the same thing. But IMO, it's definitely a lot easier to start with a 2D editor than to jump in to a full 3D editor...with possible BSP trees and PV sets and the likes.

  9. #9
    Super Moderator VirtualAce's Avatar
    Join Date
    Aug 2001
    Posts
    9,598
    When did you move from 3D space shooters to 2D tile games?
    I haven't. This is for a 2D tile game I'm helping develop but its not my own project. It actually uses the same engine as the space shooter and in fact there is a 3D version of the 2D game hidden inside the code.

    My current list of projects:
    1. Novalogic WAC script editor - for use with NILE and JO/JOE
    2. Asteroids - simple 2D remake of a great game
    3. Zelda map editor/game engine - just assisting with this code and writing the core framework
    4. XSpace - 3D space shooter/exploration/storyline/multiplayer game much like Freelancer, only with a more interactive universe and structure.

    Out of curiosity, did MFC make the job a lot easier, or could it have been accomplished with a similar amount of effort using pure API?
    This is hard to answer. I think MFC made the job easier and I made it harder by not totally understanding how to use MFC. I had to derive and do some extra code to get the docking window functionality that was not specifically supported by MFC - or at least not in the way that I wanted it. Overall MFC is a very good tool to use and surprisingly it's really not that tough. Look for many more tools of this kind from me. The next step really is to add an in-engine render window that will show the level editor exactly how his creations will look inside the game. This is fairly simple since all Direct3D apps require an HWND. So once you get windowed Direct3D running, you just pass the HWND of your window to Direct3D and it will render to it. This has enormous possibilities combined with the power and flexibility of MFC.

    More good stuff to come.
    Last edited by VirtualAce; 03-16-2005 at 08:44 AM.

Popular pages Recent additions subscribe to a feed

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21