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Work in Progress / Waffle's IDE for DBClassic

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waffle
22
Years of Service
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Joined: 9th Sep 2002
Location: Western USA
Posted: 24th Mar 2008 04:44 Edited at: 21st Apr 2008 05:03
It seems there are lots of editors available, and I did not really expect to write one myself. I was originally trying to make a level editor, and kept needing something for doing "scripts" and such. My level editor became too cumbersome. I did not want to just toss the code, so I rewrote it as an IDE and added in many oddball things. Instead of using tabbs like BlueIDE I still use MDI like DarkEdit.

This is now a Beta release. But most things seems to be working. The built-in compression tool was used to make the self-extracting exe. So, no installer is required. To uninstall, simply
delete the directory you place it in.

At program launch (the first time) it will ask you the usual questions ....
Where is the DBC file keywords.txt
Where is the DBC help file menu.htm
And then it creates a new keylist.txt file that combines
the keywords with index.htm to create quick-help (in the status bar) and to do context help.

Even though this is pretty cool, what's even cooler is the
debugging and compiler directive options. When it comes to smashing
bugs, these options can really help.

Known issues:
There is a lag during the loading of large files. But after loading, everything runs fine. I tested it with 3000 line apps.
Actually, I tested with my Archon3D game.

Also, my IDE can replace the icon in your exe (fast) and also
compress to self-extracting .exe for distribution.

You can download from http://www.archonrpg.com/

Sorry there are no screen shots. This is just a MDI app so looks are very boaring, as any good editor should be. It looks alot like MS Write or Dark Edit instead of like TDKs.

Also a simple game created using "wafflemat" (which is included with the IDE) is http://archonrpg.com/zips/pxvwaffle.exe. See last post for game notes.
Data
19
Years of Service
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Joined: 26th Nov 2004
Location: Winnipeg,Canada
Posted: 25th Mar 2008 23:50
any screenies?

jason p sage
17
Years of Service
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Joined: 10th Jun 2007
Location: Ellington, CT USA
Posted: 26th Mar 2008 05:21
Yeah - People who write code editors are a most capable under appreciated breed - bring this thing to life man!

waffle
22
Years of Service
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Joined: 9th Sep 2002
Location: Western USA
Posted: 9th Apr 2008 04:54 Edited at: 21st Apr 2008 05:04
OK. Fixed many Macro Bugs ...
also some other fatal errors as well.

Now bundling my matrix editor with this. The editor is also
in Beta state ... Seems stable though, just needs some extra docs.
Mostly, to explain the #include "wmat.dba" file and the functions.

It needs to be used by my IDE because of the use of macros (thats how I tested my IDE). And, it needs a few example projects ....

It does mesh well with my IDE. After you enable the tool ....
Menu - Configure Tools .... and so on ..
Just click on the file name of the level and crt-E to edit ...
Very quick and easy.

OK. back to work now.
waffle
22
Years of Service
User Offline
Joined: 9th Sep 2002
Location: Western USA
Posted: 17th Apr 2008 06:02
OK. fixed many many errors and added conditional compilation. See Docs. I also bundled my matrix editor (wafflemat) with the IDE.
Seems very stable, so I think I will upgrade this to a beta next week or so, if I do not find anything else wrong.

So, I guess this topic is ready to be locked by a mod. I will make the next post in program announcements for the full release.
waffle.
waffle
22
Years of Service
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Joined: 9th Sep 2002
Location: Western USA
Posted: 21st Apr 2008 05:01
Fixed More Bugs. Some crittical and some with the macros.
Also completed a test game showing things work.

http://archonrpg.com/zips/pxvwaffle.exe
This is my version of Xevious. Sure, its nothing like
the original and maybe much harder. There are lots of secret
targets that if you shoot them you get extra lives.
Its also pretty short. But It demonstrates that DBC can
do 2D games pretty well, if you think outside the box.

Source Code is not available at this time. But the map was
created using my "wafflemat" matrix editor. The objects were
placed using it also. The "flying" enemies are "random".
jason p sage
17
Years of Service
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Joined: 10th Jun 2007
Location: Ellington, CT USA
Posted: 21st Apr 2008 05:11
RUNTIME ERROR 114

Looks like it's thinking inside the box... the error message box

waffle
22
Years of Service
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Joined: 9th Sep 2002
Location: Western USA
Posted: 25th Apr 2008 04:13 Edited at: 27th Apr 2008 05:20
Was your error with the Game? With the game there should be an extra file called ?.wmt . Is it present or did it get left out ?
I'll re-check my PC to see if I can replicate the error.

The IDE is up for Full Release, and I am posting it into the
program annoucement forum.http://forum.thegamecreators.com/?m=forum_view&t=128487&b=5&p=0

and a screen shot of IDE,WaffleMat,WaffleView ....

Try again, O reposted a newer pack, this one has the missing file,
or so it tested good when moved to different directories anyway.
If the problem persits, I'll re-examine the source code for "absolute" directory references. But I think this should get it. I think I'll also do a "export" option to wafflemat to creat
a *.dba file that is native to DBC so the *.wmt file does not need to be passed around too. But that's for later.

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waffle
22
Years of Service
User Offline
Joined: 9th Sep 2002
Location: Western USA
Posted: 8th May 2008 06:09
just did some bug fixing on WaffleMat. It was crashing when changing map size, and some tiles were getting black spots on them.
Both fixed. I do feel the need to add a "default" directory oprion
to all my tools, so it can be changed as projects change ....
but thats for later. Also plan to do the same with WaffleView3
so objects can be quickly copied to a project directory during viewing. Also plan to drop the copy mash option, and improve the
export option .... also for later

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