November 15, 2019, 09:02:45 AM

Author Topic: HardCoal Editor  (Read 2101 times)

Offline Hardcoal

  • Sr. Member
  • ****
  • Posts: 298
Re: HardCoal Editor
« Reply #15 on: October 30, 2019, 03:54:52 PM »
Thanks..

Ok, now that Ive passed this memory issue I had. I can go back and work on the important stuff..

now i have a question..
In unreal when you run a map and than press stop, the map loads pretty fast..
can anyone know or can explain how does exactly they do it?
how can they go to previous condition without loading all the 3d objects again.

I have my own ideas but i want to hear other opinions

Offline Hardcoal

  • Sr. Member
  • ****
  • Posts: 298
Re: HardCoal Editor
« Reply #16 on: November 06, 2019, 10:32:01 PM »
Things are going not bad with the editor..
I have problem with the Blueprint which is that you cant zoom out on it, so its hard to work when everything is so big..
I yet to find a solution for this. and its pretty important.
other than that Im rather pleased with what i achieved so far, it start showing signs of a future.
If ill keep going on.

Maybe, just maybe, soon , more people will show interest and join.

The whole deal that this is based on xors3d is irrelevant.. engines can always be replaced..
The deal is, is with the mechanism, and if people like it or support it.
im working very hard to simplify it, day by day.

But im still not quite certain about all this.
This blueprint concept is not better than programming


Offline GaborD

  • Sr. Member
  • ****
  • Posts: 321
Re: HardCoal Editor
« Reply #17 on: November 06, 2019, 11:28:58 PM »
For programmers (or even wannabes like me) it's probably not better. But I am sure there are a lot of people who would prefer it over pure code.

I had a similar discussion with a friend about visual shader editors. I always say they look more confusing than the pure code would and actually make the work harder and more obfuscated.
But he (as a non-programmer) basically said "yes, maybe, but the chopped up and layed out nature of it helps me to visualize what I am doing and how everything strings together step by step. I wouldn't be able to follow the pure code at all."
He does have a point. Especially with all the shortcuts, tricks and abbreviations often used in code.
I guess it really depends on who your target audience is. Some people will love and happily use it.


I like how your implementation looks. Nice and clean.

Offline Hardcoal

  • Sr. Member
  • ****
  • Posts: 298
Re: HardCoal Editor
« Reply #18 on: November 07, 2019, 12:34:17 AM »
 I didn't know how hard blueprint will be when i began.
Im actually upset with it and with the time i invested on it
I could have already made 10 times based on code.
Im kinda stuck. And thinking what or if to do.
It all looks nice and working, but its inconvenient compared to programing..
Im absolutely thinking moving on to code.
Or mixing them both.

Thanks for the good words.

Offline RemiD

  • Hero Member
  • *****
  • Posts: 1009
Re: HardCoal Editor
« Reply #19 on: November 07, 2019, 05:15:52 PM »
imo, if you would have let go your visual game editor idea a few years ago, and focus on coding some templates, procedures, systems, that you can reuse in different games, you would have already finished a few games (if your goal is really to make a game someday) just saying...  ;)

beside, for such visual editor, unity and unreal already exist (and more advanced)
DualCore AMD E-450, 1646 MHz - 6 Go DDR3 1333 SDRAM - AMD Radeon HD 6320 Graphics (384 Mo) - Windows 7 Home Premium - DirectX 11.0

Offline Hardcoal

  • Sr. Member
  • ****
  • Posts: 298
Re: HardCoal Editor
« Reply #20 on: November 07, 2019, 05:59:48 PM »
Remi, i could have made 1000 games in the time i invested.. And i does makes me sad.
But on the other side..
I do enjoy the fact i have my own editor.
My editor if it goes well will have stuff no one have because i decide what to do.

My main goal was to make a game, but there was no game editor back than, and i didn't know even how to save a map.
When i started with blitz3d i was in shock there is no save map..
I knew nothing..

I like complex code and see where it gets me. (hopefully not an asylum)

But thanks for your wise opinion i totally see how pointless this may seem to others


Offline RemiD

  • Hero Member
  • *****
  • Posts: 1009
Re: HardCoal Editor
« Reply #21 on: November 07, 2019, 06:58:45 PM »
surprise us, just finish 1 simple game ;)

( i have the same "virus" of always wanting to add better functionalities/graphics/effects, so i know what you are going through, try to control the "beast", try to keep it simple, and make it happen )
DualCore AMD E-450, 1646 MHz - 6 Go DDR3 1333 SDRAM - AMD Radeon HD 6320 Graphics (384 Mo) - Windows 7 Home Premium - DirectX 11.0

Offline Steve Elliott

  • Hero Member
  • *****
  • Posts: 2097
  • elgol developer
Re: HardCoal Editor
« Reply #22 on: November 07, 2019, 07:51:24 PM »
Quote
surprise us, just finish 1 simple game ;)

Fine.  But some people would find a simple game very boring to complete, and therefore want to achieve something more interesting.
Windows 10, 64-bit, 16Gb RAM, CPU Intel i5, 3.2 GHz, Nvidia GeForce GTX 1050 (2Gb).
MacOS Mojave, 64-bit, 8Gb RAM, CPU Intel i5, 2.3 Ghz, Intel Iris Plus Graphics 640 1536 MB.
Linux Mint 19.1, 64-bit, 16Gb RAM, CPU Intel i5, 3.2 GHz, Nvidia GeForce GTX 1050 (2Gb).
Raspbian Buster, pi4 4Gb RAM,1.5Ghz

Offline Hardcoal

  • Sr. Member
  • ****
  • Posts: 298
Re: HardCoal Editor
« Reply #23 on: November 07, 2019, 08:07:10 PM »
Remi D

I can make a Game in a Second without graphics, But I prefer concentrating on Development rather than proving myself at this point.

I already made little test games with it btw.


ATM this editor is not their yet. hopefully soon.

If not. I will give it up

Offline RemiD

  • Hero Member
  • *****
  • Posts: 1009
Re: HardCoal Editor
« Reply #24 on: November 07, 2019, 08:40:55 PM »
this was a benevolent suggestion, (that i already told you a few years ago...), maybe try to make something else, from scratch, something simple, it could be refreshing, and you can create "graphics" using 2D or 3D primitives, look at what stevie g manages to create... ( https://stevieg.itch.io/gunstar?secret=qpSAuh6TnXfdOw94mJ0e6czB9k )  (with the old deprecated Blitz3d, as you say...)
DualCore AMD E-450, 1646 MHz - 6 Go DDR3 1333 SDRAM - AMD Radeon HD 6320 Graphics (384 Mo) - Windows 7 Home Premium - DirectX 11.0

Offline Hardcoal

  • Sr. Member
  • ****
  • Posts: 298
Re: HardCoal Editor
« Reply #25 on: November 07, 2019, 10:26:04 PM »
Youre right Remi D and I value your kind suggestion. Great Idea!

I started learning unreal and unity and tested other engines..
For now I conciser Unity as the best option.
It has this days exactly what I targeted when I wanted a perfect editor.

Also, I need a general rest. not moving to another project.

I love direct coding. I admit.
Its very hard for me, to just make a game.
I always tend to get attracted to complex things.
it gives me excitement.

I dont seek to prove myself..
you will have to take my word when i say, i can make awesome games when the time comes.










Offline RemiD

  • Hero Member
  • *****
  • Posts: 1009
Re: HardCoal Editor
« Reply #26 on: November 07, 2019, 10:55:18 PM »
if you prefer to create all in code, and since you seem to have good experience with Blitzmax, i suggest to keep using it.
again, stevie g created several games with 3d models composed of 3d primitives...
another example, using only primitives (3d shooter prototype, not finished) : https://www.syntaxbomb.com/index.php/topic,4975.0.html post#5
or it could be in 2D, as you prefer... my point was that there is no need for perfection to create a fun playable game... and by trying another way to make a game, you will probably learn a few things. (and maybe realize that a visual editor will never allow to create all kinds of gameplay...)
DualCore AMD E-450, 1646 MHz - 6 Go DDR3 1333 SDRAM - AMD Radeon HD 6320 Graphics (384 Mo) - Windows 7 Home Premium - DirectX 11.0

Offline Hardcoal

  • Sr. Member
  • ****
  • Posts: 298
Re: HardCoal Editor
« Reply #27 on: November 07, 2019, 11:22:57 PM »
Sorry i forgot to check the games you posted.
I will check them now or soon.
Thanks for the refresh, it really helps..


Ok now, i want to say something about my editor.
I've reached the point of trying to implement a code.
That's a very important and even final step.
Im gonna make a button on my editor that will open the game code and i want when i press it that it will load let's say blide but with the code already loaded.

How do i do a command line that does that?

Opening blide with a specific file i like?

Im not gonna endlessly break my head with this editor, i promise

Offline Derron

  • Hero Member
  • *****
  • Posts: 2569
Re: HardCoal Editor
« Reply #28 on: November 07, 2019, 11:44:42 PM »
check out pub.mod/freeprocess.mod

https://blitzmax.org/docs/en/api/pub/pub.freeprocess/


bye
Ron

Offline Qube

  • Administrator
  • Hero Member
  • *****
  • Posts: 2195
Re: HardCoal Editor
« Reply #29 on: November 08, 2019, 01:08:39 AM »
I didn't know how hard blueprint will be when i began.
Coding a blueprint / visual scripting system is no easy task at all. It's not too far removed from coding your own language but with less syntax checking. On top of that you have the mammoth task of the visual side and then further decide if the system is going to be interpreted on the fly or create source code. I admire you for diving into doing such a system.

When I did my GUI & designer thing for AGK I toyed with the idea of a blueprint system for the logic side but quickly decided it was much better ( and quicker to work with ) to have the GUI output raw source code as then it's just a case of adding code to the potential events ( button clicks, scroll bar movement etc etc ).

Also a blueprint / visual scripting system is very slow going for coders as simple tasks take ages to draw up and doing any big logic becomes a huge mind bending visual puzzle. I'd say if that's all you're used to then it'd be fine but us mad coders can skim read over source code and figure out what it's all about much quicker than looking at boxes and connecting lines. It's also much quicker to write the source than visually create it.

Having said that I do think that a blueprint / visual scripting system has it's place. For example a 3D modeller wanting to see their model rotating / moving in a scene would find it easier to visually do it than in code. Granted, slower than coding it but easier to do visually.
Until the next time...