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GraalDev
(Note to moderators: I'm not sure this is in the right area, since it isn't about GScript, so move it if you think it isn't.)
Recently I've been learning and gotten some good experience with the Python coding language (technically scripting language, since it's interpreted, but eh) and I've decided to do something I've wanted to do (but never had the knowledge) for a long time. I'm creating a set of cross-platform Development tools aimed at Graal Development. (I started working on a level editor that supports tile layers just as practice, but I've postponed it for awhile, but I will start it back up if it seems that Stefan hasn't really been working on those client tools he has mentioned before) Currently I am working on a paint program with everything a GAT or any other developer will need for making graphics for Graal. Basic paint tools like MS Paint; support for layering, alpha, and color transparency; and advanced tools such as lighten/darken, smudge, and filters like contrast adjustment. These tools will, of course, be free and open-source, unlike higher end programs that do the same, like Paint Shop Pro. So my proposition is for anyone who would be willing to help, specifically those experienced with the Python language, or even C (apparently you can make C extensions in Python), preferably with knowledge of the wxPython and Python Imaging Library libraries. I, of course, am looking for peoples input and anyone else wanting to help with idea's, graphics, etc. |
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Personally I think the graphics editor is a waste of time; I doubt you could make one that would match similar free programs ... would take far more experience than it seems you have (from reading your post). I would personally skip level editor for now, and work on a GANI editor that can rotate, resize, etc (even if you have to have it automatically create rotated and resized images). If anything needs work, it is the GANI editor. Of course, GANI Editor is one of the things that could be easily made in game, the files are very simple. Anyway, sounds good. Keep us posted! Once you finish this, go learn Cocoa and come back and make me some damn Mac dev tools! |
I said they were cross-platform. They'll work on any OS that Python supports, which is Windows, Mac, Linux...even BeOS...not that we'd need anything other than the first three.
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Does gimp run on mac?
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Well I planned to make it whole set of tools. Level Editor (assuming Stefan doesn't beat me to it), Gani Editor, Paint program, I intended to make a separate
animated gif creator (the PIL makes it pretty easy to do it), possibly little programs to create GUI's and such. |
Ugh, I thought I told you not to do that. The external scripting windows will be released much sooner than you could make that stuff and if they work just fine then you have wasted your time.
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I'd still like an external level editor...
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Exactly...that and I have yet to see any news of Stefan's Online Level Editor. Also...personally, although I obviously cannot say for anyone else, think that Client based tools are annoying. They clutter the screen, and glitches seem to pop up everywhere. (Like showimg's showing on top of the Client RC) |
What part of External Scripted Window is not understood? Its not really different than your use of wxPython.
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I thought mac was all about painting pretty pictures? :confused:
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And some kind of external script program that can detect literally anything wrong with your scripts would save a **** load of time when you don't know what you're doing wrong. |
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And last I heard, Inverness, Stefan was planning to make client tools, not external ones. |
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If external level editors aren't super laggy and are nice and smooth, I will finish my in-game .nw editor with tilelayer support, stamps, painting tools, etc.
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The problem I see with using an external window level editor is the fact that you'd have to draw the level using images... :/
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I can't believe you just compared showing images to how Graal generates a level. Sure, Graal has to display the level too, but it's pretty obvious it's much more efficiently done than using showimg's. |
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I was talking about an external level editor. o_o And internal one wouldn't need to be showing 4096 showimg's o.0 |
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If anyone here knows how zip compression works, I'm sure the same principle could be used to speed up drawing these images, methinks. Constraints could be placed on such a window to force some culling, too...
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This type of decompression would probably just make everything slower, unless your original method is grossly suboptimal. |
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No-ones making any. |
No 'problem' per say, but the whole argument that external windows will make everything so much better. I'm sure it'll make things like scripting windows and RC better, but it's not gonna make a client level editor any better(since you can either have no external window... and thus, no help. Or do it in an external window, and have to draw the level via showimg's). Thus, I still encourage the coding of an external level editor like introduced in the original post. My point was just to those who said there's no reason since external windows were coming.
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I'm still going to make a level editor, though!
For offline purposes. :) That and I personally would just prefer it, as apparently some others would as well. |
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Bah, I want to make stuff using external windows :( |
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This pleases me.
Of course, I still have yet to see any reason to stop my efforts. |
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Still, I think you'd be wasting your time making an image editor when there are many free ones that can do so much more (no offense). |
I haven't found a single free one I particularly like.
And in any case, I've made it my goal to make a quick little GIF Animator first. It should be fairly easy. |
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