Tile editor updated screenie

This is a discussion on Tile editor updated screenie within the Game Programming forums, part of the General Programming Boards category; Lots of work has been done on this little beasty. Animation is now supported (runs in a separate thread) as ...

  1. #1
    Super Moderator VirtualAce's Avatar
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    Tile editor updated screenie

    Lots of work has been done on this little beasty. Animation is now supported (runs in a separate thread) as well as a host of other new features.

    Will let you know when I need testers. Yes, I've made lots of backups on my system and on the dev team's systems so I won't lose this one.

    If anyone can think of a feature they would like to see in a tile editor, lemme know about it and I'll try to implement it if it's practical.

  2. #2
    S Sang-drax's Avatar
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    Quote Originally Posted by Bubba
    If anyone can think of a feature they would like to see in a tile editor, lemme know about it and I'll try to implement it if it's practical.
    Change the program icon.
    Last edited by Sang-drax : Tomorrow at 02:21 AM. Reason: Time travelling

  3. #3
    Super Moderator VirtualAce's Avatar
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    LOL. I knew someone would say that. I thought that was the least of my worries at the moment but it is in the plans.

  4. #4
    C++ Enthusiast jmd15's Avatar
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    It looks good Bubba. The only thing I have to say I don't like is, it was written with MFC. Well whatever floats(or should I say sinks) your boat.
    Trinity: "Neo... nobody has ever done this before."
    Neo: "That's why it's going to work."
    c9915ec6c1f3b876ddf38514adbb94f0

  5. #5
    Super Moderator VirtualAce's Avatar
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    W/o MFC the code base would be ten times the size it is.

    Use the tools you need to get the job done I say.

    I'm having problems with MFC leaking GDI objects, but at certain times. Several threads on other board, forums, and MFC sites also state this happens.

    I also fixed the thread issue that was taking up tons of resources.

    Code:
    static UINT DoThreading(LPVOID p)
        {
          CAnimSequence *ptrSeq=(CAnimSequence *)p;
          while (ptrSeq->m_bActive)
          {
            ptrSeq->DoThreading();
          }
          AfxEndThread(0,true);
                
          return 0;
        }
    
        void DoThreading(void)
        {
            m_fCurTime=(float)::timeGetTime();
            float fElapsed=m_fCurTime-m_fLastTime;
    
          
            Update(fElapsed);
            //Draw();
    
            m_fLastTime=m_fCurTime;
          
                  
        }
    As long as the second DoThreading() doesn't have a loop, everything is ok. When you put a loop in it, for some reason the CPU usage shoots up to 99%.

    EDIT: Scratch that. Once the thread starts, it goes way up.
    Last edited by VirtualAce; 12-24-2005 at 02:48 PM.

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