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« Blogs Index < Game Guides < HATPC Guides
« canadianstickdeath's Blog

This is something I should have made a long time ago. You know, back when I still made caves and it'd actually be useful to me. Anyway, I posted the link a little below, and I'd appreciate it if you all'd download it, play around with it, and tell me what you think. I don't want you guys to mention any potential new features just yet, I just want to know if you can find any bugs, or anything that doesn't function in the way that you would perhaps expect it to.

http://www.interguild.org/hatpc/cavemaker.zip (EDIT: You cannot trust this link to be remotely up-to-date.)
original link:
https://drive.google.com/file/d/1BNp_r4-qIIZ8QuNE1wRw6Vi9HT526aDL/view

Due to a forum bug, you'll probably have to copy that and paste it into your address bar.

To run that, you'll first have to extract that all into the same folder. If you can't extract zip files, download WinRAR: http://www.win-rar.com/download.html

You'll also need to make sure you have the latest version of Java: http://www.java.com

Inside, there's a file named cavemaker.bat, which you will double-click on the run the program. A cmd window will pop up and hang around with you the whole time as you use the cavemaker. Close it, and you close the cavemaker with it, so, just ignore it for now. If it comes up and then just goes away, then you (probably) have not, either, followed these steps properly, or you do not have the latest version of java on your computer. I'm working on a way to make it stand-alone, but for now this will suffice. Also, you can make a short-cut of the .bat file (right-click create shortcut, probably) and then you can paste that into wherever you'd like to be able to open the cavemaker from. Also note that, since this was coded in java, it should be able to run on systems other than Windows. I haven't seen fungus in a while, but if you see him, direct him here so I can get that straightened out. We might have to jump through a few hoops, but it should be able to run on his mac. Update: The cavemaker program is now in a jar file. You should be able to run it by double clicking but, if not, set java as the default program from opening jar files. The .bat is still there if needed.

If you have Windows 7, check out this short topic for help: http://www.interguild.org/members/forums/topic.php?id=5124

I'm going to attempt to list some of the changes that I've made from the Neopets version. Here's what I could think of, in no particular order:

Spoiler: ''List of Changes from the Neopets Version''

So yeah, try it out, and if there's anything that gets on your nerves, let me know I'll try making changes to it. I'll work on adding new features at an unspecified point in the future. For now, I'd like to ensure that this is working properly and there's nothing about it that people just hate to death.

Spoiler: ''Changes in Update 1''


Spoiler: ''Changes in Update 2''


Spoiler: ''Changes in Update 3''


Spoiler: ''Changes in Update 4''


Spoiler: ''Changes in Update 5''


Spoiler: ''Changes in Update 6''


Spoiler: ''Changes in Update 7''


Spoiler: ''Changes in Update 8''


Spoiler: ''Changes in Update 9 (Current Version)''
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User Comments (549)
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canadianstickdeath
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Tuesday, April 21 2009, 2:47 pm EST

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robdob? It's r0bd0g! GET IT RIGHT!
Cedric
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Tuesday, April 21 2009, 2:51 pm EST

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ok. thanks for sharing your knowledge with me...
Cedric
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Monday, May 11 2009, 3:51 pm EST

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I finally got the cavemaker to open without the java version! o_O

Great cavemaker. I like how you made it so that you could place a shockwave error somewhere. What's the Clone tile? Anways, I'll figure that out later.

Oh, but the only thing that I don't like is that I think the grid is small, I mean, it should take up that emtpy space. But it's still a awesome. What did you language did you code?
Isa
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Monday, May 11 2009, 4:06 pm EST
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'Cedric_09_' said:
What did you language did you code?

'Cedric_09_' said:
I finally got the cavemaker to open without the java version! o_O


Guess two times?

Also, Clone = Fake Tile.
canadianstickdeath
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Tuesday, May 12 2009, 3:20 am EST

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I can't see myself making changes to this in the near future. It's still an open project, but it's half-finished enough that, if you wanted to include it around the interguild, you can, I guess. Be warned that I may update in the future, and you know it'll be a big hassle to change all the pages and everything to have the newer version and to reflect the new updates. Maybe the best bet is to just link to this board from the download cavemaker page?

Maybe I'll write an article about it... Eventually? I'm working on a comp submission atm... Hopefully I'll finish in time, but ZC dungeons are huge projects. I've been working on it for almost a week now, and I've only got 13 screens made.

Oh, and I noticed that I forgot to save the selected region during undos and dimension changes, and if you undo and then try to use the arrows to navigate around the grid, you get warped back to the top corner. It was really annoying me when I was making half-finished versions of RODB for the walkthrough that I'll release whenever I get the chance. It could be a bit of a hassle to make this change, though, what with the potential that the previously-selected area could now be off-screen... I'm not sure what'll happen if you try and set the seletion to someplace that doesn't exist. If that behaviour is nice, it could take as little as four lines, pasted three times over. One day I'll make it more efficient, lol, and only have the code for this in there once instead of three times. One day, that is not today, however.

Cedric, what do you mean the grid is small? Did you notice that the grid is in an internal frame? If you click on the inner-frame's maximize button, it'll fill that empty space you were complaining about it not filling, lol. You'll notice that my grids actually shows more than the TNT's Cavemaker, since I placed the level properties into their own window. I like my grid way better, lol. It's like caving in high-definition or something. Anyway, I suggest giving the first post another read-over, just so you can a better idea of what all is different about my cavemaker.
Cedric
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Tuesday, May 12 2009, 9:50 pm EST

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When you insert a tile, it takes a while to actually get inserted.

Nevermind that. I just figured out that you could increase the size.
Livio
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Tuesday, May 12 2009, 10:01 pm EST

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It shouldn't be a hassle to update the cavemaker if we upload it to the interguild and then just update that one file, which would be linked to in many places.
canadianstickdeath
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Tuesday, May 12 2009, 10:39 pm EST

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'Cedric_09_' said:
When you insert a tile, it takes a while to actually get inserted.


It does? That happens pretty fast over here. Actually, it happens significantly faster than TNT's cavemaker. I did a test once, with filling an entire 80x80 grid of tiles, and mine filled almost instantly, while TNT's took, I forget, but it was something like 5-10 seconds.
Livio
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Tuesday, May 12 2009, 10:44 pm EST

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maybe its his computer? I didn't notice anything on any of the cavemakers
Isa
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Wednesday, May 13 2009, 4:22 am EST
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I have the same problem as Cedric, but I'm talking about separate tiles - Pressing Insert, right arrow key, Insert, bottom arrow key and so on leaves gaps. Some tiles doesn't get filled.
canadianstickdeath
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Wednesday, May 13 2009, 5:08 am EST

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OK, I just noticed that, if I press insert, and then I press left, it's not the tile that you pressed insert on that gets filled, but rather, the next tile. I may have a solution to that... but I'm not sure. Gimme a sec to try something...
canadianstickdeath
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Wednesday, May 13 2009, 5:10 am EST

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What could be a temp solution is to just keep rapidly pressing both keys at the same time. It didn't seem to leave gaps that way, when I tried it...
canadianstickdeath
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Wednesday, May 13 2009, 5:18 am EST

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One thing that I was able to do once or twice was to double-click on a tile in the select bar, press up at the perfect time right after, and the tile above the one I clicked on would be set. It seems to be a threading issue. I was hoping to avoid having to account for that...
Isa
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Wednesday, May 13 2009, 5:29 am EST
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Perfect timing should not really be required, you know. And it's a hassle to double-click when I just want one kind of a tile...
canadianstickdeath
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Wednesday, May 13 2009, 5:45 am EST

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Moving around the table's using arrows is something implemented by whoever made JTable, but using insert to set tiles was something I committed to film, and they don't seem to like working with each other particularily well... I've got a few more ideas, I guess....
canadianstickdeath
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Wednesday, May 13 2009, 6:27 am EST

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OK, Isa, here's my answer:

I did some quick testing, and I found that these exact problems affect TNT's cavemaker, when using delete. The timings may differ between the two languages, but the root cause is the same.

I'll tell you what's happening. Insert/Delete are key-release events, but arrows are key-pressed events. Basically, you must fully release insert/delete before pressing the arrow key. If even a hint of insert is still pressed when the first sign of an arrow key arrives, the tile will appear in the square following the press of the arrow key instead of where it was when you first pressed insert. In both cavemakers, see what happens when you press and hold delete, then move around with the arrow keys, and finally release delete.

Relating to your problem with the "gaps". Those will occur when, after a tile is set where insert was released before the arrow is pressed, a tile is set when it is not.

This isn't a bug, so far as I am concerned, so I might not "fix" it. The solution could be to change setting/deleting tiles to key-pressed events as well (I tested it, and it did fix you "gaps" problem, but this is not a standard implementation for this type of feature -- they are usually key-released events), but that results in another problem where you hold down the key for two seconds and it fills up all of your undos. I could further fix that by doing a check that, whenever you edit the grid in any way, that making the edit won't result in the same grid. If it does, I could abort right there, and save your undo stack. That could end up being labour-intensive however, and doesn't really seem worth it to me...
Isa
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Wednesday, May 13 2009, 7:00 am EST
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It is TOTALLY worth it, and you know it

Well, thanks for explaining, I'll keep that in mind.
Cedric
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Wednesday, May 13 2009, 1:10 pm EST

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Yes, it probably is, my PC is like really slow. It's probably just the scripts running slow. And for me, in TNT's cavemaker, it goes straight away.

Something scientific is going on here... I mean in this particualar case. I don't like scientific things
canadianstickdeath
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Thursday, May 14 2009, 2:52 am EST

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OK, ced, when you double-click on a tile, exactly how long is it before it shows up in the grid?
Ckjr
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Thursday, May 14 2009, 3:01 am EST

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There's one problem which i have with the cavemaker is that it doesn't save crates outside of the given grid when changing cave dimensions. I know its probably not common, but sometimes when people screw up the dimensions of the cave, like accidentally making it smaller, and when changed back to its original size, all the crates and such which were outside the smaller box were totally wiped out. Just to bring up, luckily i uploaded it on my secret account, if not i did probably lost half of my cave .
canadianstickdeath
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Thursday, May 14 2009, 3:15 am EST

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That's intentional. I've already explained said all of this a couple times now, but here it goes again.

Having off-screen tiles be retained was a casualty of allowing extremely long or wide caves (like, either width or height larger than 1000) to be created. It'd take too much memory to keep track of it all, and the cavemaker would crash instantly.

Use undo (you can undo back 100 edits -- dimension changes included) to get back what you lost from a malformed dimension change.

Use the tooltips (hover over a tile) to get the location of a tile in the grid (it's row, column, and 0 based, if I remember correctly), and use that to know how much to change the dimensions by. For example, if you want to change the height so that a certain tile is still within the grid, but everything below it is cut off, hover over the tile, take the first of the two numbers that will appear, add one, and then change the height to that number.
Ckjr
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Thursday, May 14 2009, 10:52 am EST

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Ok. Other than that, you fixed and upgraded (all) the tools needed for cave making. I couldn' find any glitches yet, so GJ.
krotomo
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Tuesday, May 19 2009, 6:29 pm EST
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when i open it it bring me back to this page
Isa
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Tuesday, May 19 2009, 6:30 pm EST
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Copy+paste the link into your browser, that is a glitch only available here, at the Interguild!
krotomo
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Tuesday, May 19 2009, 6:32 pm EST
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I can't open it

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