Author Topic: SGDK2 - Working wiith a team  (Read 21790 times)

Vincent

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Re: SGDK2 - Working wiith a team
« Reply #15 on: 2009-07-03, 07:22:02 AM »
About the demo, look into the source code folder of the project (if you open it with SGDK2.0) or in the last sourcecode tag of the project (if you open it with XML Notepad).  The source code name is CustomFunctions.cs. Open it and you will see the code I wrote to open up the dialog.

Here is the C# code that you will find:

Code: [Select]
using System.Windows.Forms;
using System.ComponentModel;

namespace CustomObjects
{
   public class CustomFunctions
   {
      [Description("Ask a question")] 
      public static int AskQuestion(string message, string title)
      {
         //
         // Dialog box with two buttons: yes and no.
         //
         if(MessageBox.Show(message,
             title,
             MessageBoxButtons.YesNo) == DialogResult.Yes)
         {
            return 2;
         }
         else
         {
            return 1;
         }
      }
   }
}

When you add a custom function like this, it appears in the list of preset rules.

About managing the XML, I would suggest to create the structure of the project first.  Make your project template with nothing in it (create graphic sheets, Framesets, Tilesets, Maps and give them proper names but don't fill them with pictures, etc).  When all the elements are created (or enough of them to get your 3 level designers started), give them a copy of the template and tell them with which elements you want them to work (just to make sure they won't work using the same parts so they don't overwrite one another work).  When they are finished with a map, you open your template project and you simply replace your empty (but properly named) tags with their filled tags.  This way, it's easier to make sure you don't duplicate / overwrite stuff, etc.

Writing a little program to replace tags in the project file, like Jam0864 suggested, is a good idea too.  :)
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TheLaw

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Re: SGDK2 - Working wiith a team
« Reply #16 on: 2009-07-03, 07:47:32 AM »
Haha. thanks guys, you read my mind! I was thinking this XML pasting would be a good job for a computer program! (or for bluemonkmn to add in!)

I think I can see my way to the finish line now! Thank-you all!
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Vincent

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Re: SGDK2 - Working wiith a team
« Reply #17 on: 2009-07-03, 07:49:35 AM »
Please keep us informed of your progress! :)
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TheLaw

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Re: SGDK2 - Working wiith a team
« Reply #18 on: 2009-07-03, 08:25:47 AM »
Yes, will do! I'm still deciding between this and Novashell. It's a tough decision! But the fact that this is compiled c# makes it hard to walk away from. But Novashell has much better map editing. Tough call. This is a great community here too.

Hope I can stay!
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bluemonkmn

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Re: SGDK2 - Working wiith a team
« Reply #19 on: 2009-07-03, 08:34:57 AM »
Hey, wow... miss one evening and I miss all the excitement!  This all looks great, and I'm interested in participating to contribute to your project's success.  Let's see if I can remember everything I want to respond to.

I can certainly think of nice ways to help manage/merge the project files.  They are .NET DataSets serialized as XML files, and I agree that dealing with the DataSets in raw XML form is not as nice as dealing with your average XML file.  But I could probably come up with a program (or maybe enhance SGDK 2.1) to help in migrating map content from one project file to another, and it should be relatively easy with the .NET DataSet Framework in there to help manage it.  The trick is to remember what other content in the project the map content depends on.  You can't have your level editors adding or editing graphics, frames or tiles and expect the merge to work out well.  It gets a little more tricky when you get to sprites.  I assume they will also be adding sprite instances to the maps and you want to be able to import those instances along with the map.  I don't think that will be a big deal, as long as they're not editing or creating new sprite types.  As long as your map editor folks stick to the map editor, I think you'll be safe.  I'll try to remember to investigate possibilities for an easier transfer of map content between projects soon.

On the topic of OpenGL.  I am using OpenTK to access OpenGL from managed code, which is another open source project currently in development.  If you find problems with it (full screen issues or GUI issues) I suggest you discuss it in the OpenTK forums to see if you can help get your/our issues with OpenTK resolved in SGDK 2.1.  You can use the project files generated by SGDK 2.1 (since they are general-purpose Visual Studio Solutions) as sample code to demonstrate the problems you are having to others and see if they have suggestions.  If you turn up anything interesting that could be improved in the SGDK 2.1 framework, I'd like to fix it.

bluemonkmn

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Re: SGDK2 - Working wiith a team
« Reply #20 on: 2009-07-03, 08:35:51 AM »
What features from NovaShell would you like to see in SGDK 2.1?  Do you think it'd be possible to make SGDK 2.1 or some utility capable of importing NovaShell maps into SGDK 2.1?  (I haven't seen NovaShell myself.)

TheLaw

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Re: SGDK2 - Working wiith a team
« Reply #21 on: 2009-07-03, 09:01:04 AM »
Humm, Importing Nova's maps'd be a slight tower of Babel in my estimation. Because one of my favorite features of it is it's "tile free" - "cut and paste" entire buildings and other map objects straight in. It's very clever and has to be seen to be believed/understood properly. Here's a link to it:

http://www.rtsoft.com/novashell/

Check up on it! If you'd like to discuss converting it's maps I'd be all ears. Also I like that it's using Box2D physics, they have some cool little demos packed in with it. But, it's all Lua script (unless you wanna try to mod and recompile his engine source code), which worries me 'cause I have battle scenes to write with custom synthetic intelligence. I'm hoping to be able to hack my way down into the swamps of your kit and get some fine grain control over game objects. I feel better hacking in real c# code than lua script! This may mean you'll see me on here begging for help often!!!
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bluemonkmn

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Re: SGDK2 - Working wiith a team
« Reply #22 on: 2009-07-03, 10:21:48 AM »
Seth Robinson Eh?  Funny that that name rang a bell with me.  He created Legend of the Red Dragon -- I used to play that in the old BBS days.  I clicked on his name and confirmed it, he was the same guy.  Looks like he does a lot of stuff that interests me.  But his map editor is probably a bit too far beyond SGDK2 to practically try to merge the functionality of the two in any way.  If it's not tile based, there's not much of a starting point.

TheLaw

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Re: SGDK2 - Working wiith a team
« Reply #23 on: 2009-07-03, 11:41:05 AM »
HA! Legend of the Red Dragon - I'd forgotten all about that game! I think I used to play that back on Renegade in my teens! Cool!  Humm, yeah I went snooping in Seth's source code, and he's up to something quite strange. Think we best leave that one alone!

As far the GUI goes, I opened up the project solution in c# express, and there was everything I ever wanted to see. This is awesome! Man, you picked up so much free power by working with c# like this. You've chosen wisely! It seems I have many important c# vegetables to eat before I can have my RPG turkey...!

Fullscreen's working for me now!!! Must have been some poltergeist in my computer last night! :scared:

I've added you to MSN, to see if you'd like to take our discussion on Multi-map/Multi-user away from here so we don't put people to sleep!

Thanks!
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bluemonkmn

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Re: SGDK2 - Working wiith a team
« Reply #24 on: 2009-07-03, 01:06:43 PM »
There's so little else going on in SGDK 2.1 right now, I think people will hungrily "eat up" our discussion, so I think keeping it visible in the forums will probably be good.  Once it becomes more project-specific, though, you may want to create a thread in the "Projects" forum to discuss your project.

Vincent

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Re: SGDK2 - Working wiith a team
« Reply #25 on: 2009-07-03, 01:08:14 PM »
I'd be happy to have knowledge of this discussion. :)
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TheLaw

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Re: SGDK2 - Working wiith a team
« Reply #26 on: 2009-07-03, 04:15:05 PM »
...Sorry now that I've had some sleep, I wake up and realize that there's not so much to discuss here! Haha. I can hack away until bluemonkmn has something better for us!?

Still looking for team mates! I'd love to come up with a great game to help push this kit. It's time more people got to know SGDK!!!

Thanks for all your help here. I've decided to stay!
I fought the law and TheLaw won...!

bluemonkmn

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Re: SGDK2 - Working wiith a team
« Reply #27 on: 2009-07-03, 04:28:54 PM »
Well, I created a project to migrate components of SGDK2 projects.  It lets you copy objects (and automatically all child objects) from one SGDK2 file (or any .NET dataset exported as XML for that matter) to another assuming that the target file has the same parents objects already existing in it.  It's small enough to attach to this message (including source code) so I'll just attach it here.  To use it:
1) Open a source project (containing the map you want to import).  Its data will appear on the left side
2) Open a target project (containing the old version of the map or only the framework of the same project). Its data will appear on the right side.
3) Select "Map" from the dropdown list assuming you want to copy a map from the source to the target.
4) Select the map in the right-hand list and press the delete key to delete the old map.
5) Select the map to copy in the left-hand list.
6) Press Ctrl-A or select "Append Source to Target List" from the edit menu to copy the updated map into the target project.
7) Select "Save Target" from the file menu to save the merged target file.

Keep in mind this project has been only very lightly tested.  If you use this program, you should probably keep backups of both files and perform some further testing to see that it performs as you need it to for your circumstances before relying on it.

durnurd

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Re: SGDK2 - Working wiith a team
« Reply #28 on: 2009-07-04, 11:25:19 AM »
I thought I'd put out my two cents real quick.  I clicked on the NovaShell website and saw some of the images from the Lost Garden website (found here).  Incidentally, I happened to have seen that same graphic set and done the same thing in SGDK2, which you can see here.
Edward Dassmesser

bluemonkmn

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Re: SGDK2 - Working wiith a team
« Reply #29 on: 2009-07-13, 05:22:33 AM »
TheLaw, are you still around -- still looking into SGDK2?