PlayMapper WIP V1 18/9 - Devlog - Final Tweaks
PlayBasic
0:00 / 0:00
PlayMapper WIP V1 18/9 - Devlog - Final Tweaks
18 просмотров · 4 дня назад
PlayBasic
196 подписчиков
18 просмотров · 4 дня назад
PlayMAPPER Classic V1.18/9 is another pass at bringing the classic map editor up to date with the current PlayBASIC environment.
This update is largely focused on usability and refinement rather than adding a huge collection of new features. The block palette is now resizable, making it much more practical when working with tilesets arranged in different layouts. The screen-mode dialog has also been updated with a selection of common presets as well as a custom resolution option.
The editor's cut-and-paste selection has been updated, allowing map regions to be copied and pasted as temporary brushes, while the existing brush and undo systems remain in place.
There's also been a collection of smaller GUI improvements, including new custom anti-aliased controls, direction arrows and a transparency indicator. These graphics are generated by the GUI library itself rather than relying on text characters.
The video also takes a look at some of the ideas that could make PlayMAPPER more useful as part of a game-development workflow — including entity placement, spawn points, trigger layers and using additional map layers to describe things such as player starts, pickups and other game events.
Later on, I dig into some of the code behind the GUI changes, including the pixel filtering used to create the anti-aliased controls, drawing icons from geometric shapes, surface pixel access, and some of the limitations of the older GUI code.
There are also a few thoughts on possible future improvements to the editor and GUI system, including better level navigation, more flexible control storage and cleaning up some of the older global state.
Overall, V1.18 is about bringing PlayMAPPER Classic a little closer to the current PlayBASIC experience. It's not intended to turn the classic editor into a completely new application — just to make the existing tool more usable, consistent and practical.
Chapters
00:00 — Welcome back to PlayMAPPER Classic
00:10 — What changed since the previous version
00:37 — PlayMAPPER gets a new logo
00:43 — Resizable block palette
00:56 — Matching the palette to the tileset layout
01:23 — New screen resolution presets
01:44 — The joys of working with old GUI code
02:15 — Why the resizable palette matters
02:36 — Working with the Xenon 2000 tileset
03:10 — Drawing tiles with the new palette layout
03:51 — More GUI visual improvements
04:20 — Custom anti-aliased controls
04:29 — The new transparency cross
05:08 — Updated map selection and cut & paste
05:39 — Copying and pasting map sections
06:18 — Keeping the classic editor practical
07:01 — Possible future map-editing tools
08:05 — Entity placement and game-development workflow
09:00 — Loading entity data into the game
10:07 — Using additional map layers for game data
10:56 — Creating a spawn-point layer
12:00 — Using invisible layers as trigger points
12:50 — Combining map and entity data
13:30 — Importing maps and moving through tiles
14:11 — Map limits and the legacy rendering system
15:10 — Final visual polish and real-world testing
16:18 — Why software needs real-world testing
16:46 — Ideas for using multiple map layers
17:35 — Different tile resolutions in the same world
18:47 — Turning PlayBASIC features into a cohesive workflow
19:17 — Wrapping up the PlayMAPPER update
20:48 — Looking at the PlayMAPPER code
22:00 — Cleaning up old GUI code
23:30 — The pixel filtering used for GUI graphics
24:38 — Drawing the custom direction arrows
25:47 — Preserving GUI rendering state
26:59 — Building the arrow graphics
28:05 — Reading and filtering surface pixels
29:30 — Weighted alpha filtering
30:37 — Drawing the radio-button graphics
31:53 — Pixel-based circle falloff
32:32 — Drawing the transparency cross
33:19 — Finding the nearest point on a line
33:42 — Filtering the cross for rounded edges
34:45 — Final thoughts on V1.18
35:34 — Limitations in the old GUI controls
36:34 — Dynamic storage vs fixed control limits
37:12 — How the undo system stores data
38:01 — Building a more flexible text cache
39:57 — Cleaning up GUI global state
41:22 — Final thoughts and thanks for watching
PlayMAPPER WIP BLOGS
https://www.underwaredesign.com/forum...
PlayBASIC programming language
https://PlayBASIC.com
#2d #map #editor #retro #game #retrodev #gamedev #coding #makegames #gamemaker