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2010-09-08, 06:57:56 PM

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Author Topic: SGDK 2.1.3 Released  (Read 730 times)
bluemonkmn
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« on: 2010-02-07, 02:37:13 PM »

New with this release:
  • Fix dropper tool to also function on row 0 and column 0 of graphic editor pane.
  • Eliminate a couple compiler warnings on generated projects.
  • Fix TestCollisionRect so that it can be used from the Plan and Sprite rule editors.
  • Implement default designer-only background layer in map editor. When no opaque layer exists, the map editor will still draw nicely with this design-mode-only layer active.
  • Automatically default new layers to next available Z-Index.
  • Change Reflect.dll to build with .NET 2.0.
  • Add SpriteRecorder code object to library for recording scripted sprite movements.
  • Implement PlayMusic function that cross-fades background music.
  • Implement FadeMusic function to fade out background music.
  • Specify REUSE instead of FREE when playing FMOD sound to try to avoid sound scrambling occurring in some project(s).
  • Improve FMOD code reuse - fmodbase.cs and fmod.cs are now delivered only in the Sound directory of the library, and all delivered templates refer to these files.
  • Automatically sort main tree view.
  • Correct bug that updated all children of a tile category in the tree view when the parent name was changed.
  • Avoid error when pressing delete key on frameset editor when nothing has been selected.
  • Upgrade to OpenTK 1.0 beta 2.
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Vincent
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« Reply #1 on: 2010-02-08, 09:11:04 AM »

Great, I'll update as soon as possible!  Grin

Thanks a lot!
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Vincent
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« Reply #2 on: 2010-02-09, 08:36:59 PM »

I upgraded my project yesterday, and up til now, it works like a charm!  Bow I'm happy with the sorting feature and the designer checkered layer in the maps!

It's also nice to see some of the warnings are gone: it's easier to spot an error when compilation fails.  Also, I always use the delete key when renaming framesets and that error kept bugging me.

Thanks a lot! Smiley
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bluemonkmn
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« Reply #3 on: 2010-02-10, 06:39:54 AM »

The designer layer only appears in new maps right?  Do you need any info about adding it to old maps, or are those OK with their own background layers now?
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Vincent
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« Reply #4 on: 2010-02-10, 08:27:04 AM »

Yes, the designer layer appears only in new maps.

Do you have a special trick to add it to existing maps?  It would be useful indeed. Smiley
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bluemonkmn
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« Reply #5 on: 2010-02-10, 05:33:27 PM »

I thought there was an easier way, but I guess not.  The only way I can find now is:
1. Create a dummy layer on each map where you want a designer background layer.  Make sure it has similar parameters to the background layer on a new map (you can't leave Tileset empty though, I guess).
2. Open the project's SGDK2 file in notepad.
3. Find the layer's definition in this file on a row like <Layer Name="Designer Background" Width="1" Height="1" Tileset="My Tileset" BytesPerTile="1" OffsetX="0" OffsetY="0" ScrollRateX="0" ScrollRateY="0" Priority="0" VirtualWidth="4000" VirtualHeight="4000">
4. Delete 'Tileset="MyTileset"' from the row and save.

Now this will be the background layer.  (Basically any layer that is not associated with a tileset will be the background layer)

Do you have old maps that don't have a background?  Why?  Have you not added a background yet, or are they overlay maps?
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Vincent
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« Reply #6 on: 2010-02-10, 09:49:18 PM »

OK thanks!  I'll do that! Smiley

I have old maps that don't have a background layer that fills the area completely.  But when all the layers are on added, there is no empty spot.  To make it easier to created maps, I added a completely black background but when the map is completed, I destroyed the black background to improve performance.  I guess it doesn't have a big impact to remove it, but it's still one less layer to manage and it wouldn't be visible anyway.
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