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Teo
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Thursday, October 3 2013, 3:36 pm EST

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So yeah, I hope You don't mind anything nor all the time you've already spent on the tool which I'm thankful for of course, and You are able to improve the current version with the things that happen to be on Your to-do list, but I'd like to ask if You'd be willing to add the tricks from the CSD's cavemaker into this tool as well; I mean things and details like adding a door at the last line of the map if there's no door present on the map and when moving the starting position for testing purposes, the starting position that's already present could disappear so that we don't need to search for it, remove it and then add in in another place making it much harder to test your level when I'm in need of checking a certain part of the cave during the testing. My apologies if those things were already mentioned, but I just wanted to make sure because I noticed that those options make the testing way more quicker and easier than if they'd be not present. I see the border is permanently added into the cave so we don't need uneened options like "add terrain border". I don't think I'll use the floorless or empty edges in the cave because I usually don't use them to keep the cave look better, but I don't know what's the opinion of other members so let's decide if it should be possible to edit the border or not. Thanks in advance for adding all of the needed functions and tools into the program!
jebby
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Thursday, October 3 2013, 5:02 pm EST
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'Teo' said:
So yeah, I hope You don't mind anything nor all the time you've already spent on the tool which I'm thankful for of course, and You are able to improve the current version with the things that happen to be on Your to-do list, but I'd like to ask if You'd be willing to add the tricks from the CSD's cavemaker into this tool as well; I mean things and details like adding a door at the last line of the map if there's no door present on the map and when moving the starting position for testing purposes, the starting position that's already present could disappear so that we don't need to search for it, remove it and then add in in another place making it much harder to test your level when I'm in need of checking a certain part of the cave during the testing. My apologies if those things were already mentioned, but I just wanted to make sure because I noticed that those options make the testing way more quicker and easier than if they'd be not present. I see the border is permanently added into the cave so we don't need uneened options like "add terrain border". I don't think I'll use the floorless or empty edges in the cave because I usually don't use them to keep the cave look better, but I don't know what's the opinion of other members so let's decide if it should be possible to edit the border or not. Thanks in advance for adding all of the needed functions and tools into the program!


Yes to all of those. I should be able to start work on CaveGen again this weekend.
Teo
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Saturday, October 5 2013, 10:09 am EST

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Also, I found out two bugs. I guess the first one could already be found or it's not even a bug, but when I work with the program and then do some insert/select/delete things with a new trap, then I'm pressing insert to insert a tile that's still selected into some place, but even though it's selected, it doesn't insert it. I need to click another tile and then the wanted tile again to make it work. If you can't recreate it yourself (however I guess it'll happen several times when you're going to create any cave) then I might make a vid or something. And the second one. As you know, the program opens the lastly saved cave when you run it. When I started making Insomnia a week ago, I had another title for it and it was saved to a "txt" file with that title. Later I changed it to Insomnia but I still left the old title in the filename. Now I thought I should change the filename to "Insomnia" not to keep the cave folder messy, but after I changed it, CaveGen doesn't open and shows the "CaveGen stopped working, Windows will search for the reason why it stopped working" message upon opening it. The second one isn't too essential I guess, though.
jebby
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Saturday, October 5 2013, 10:50 am EST
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'Teo' said:
Also, I found out two bugs. I guess the first one could already be found or it's not even a bug, but when I work with the program and then do some insert/select/delete things with a new trap, then I'm pressing insert to insert a tile that's still selected into some place, but even though it's selected, it doesn't insert it. I need to click another tile and then the wanted tile again to make it work. If you can't recreate it yourself (however I guess it'll happen several times when you're going to create any cave) then I might make a vid or something. And the second one. As you know, the program opens the lastly saved cave when you run it. When I started making Insomnia a week ago, I had another title for it and it was saved to a "txt" file with that title. Later I changed it to Insomnia but I still left the old title in the filename. Now I thought I should change the filename to "Insomnia" not to keep the cave folder messy, but after I changed it, CaveGen doesn't open and shows the "CaveGen stopped working, Windows will search for the reason why it stopped working" message upon opening it. The second one isn't too essential I guess, though.


First bug: not sure I follow. I fixed a bug where Delete didn't work when no tiles were selected, though I don't think that's related to your bug. I also fixed a bug where hotkeys wouldn't work properly if your mouse was in the palette area. Could you give me a step-by-step breakdown of each action you made to activate this bug? Or a short video demonstrating it if you have time?

Second bug: fixed this. In the next version, if you alter the most recently saved cave, CaveGen will open with a blank Untitled cave instead of crashing.
soccerboy13542
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Saturday, October 5 2013, 1:17 pm EST
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...and this is the second time i've accidentally hit generate .__.


'Livio' said:
You know, I was thinking of getting an internship at Microsoft, but I'm not sure I want their lameness to rub off on me.
Teo
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Saturday, October 5 2013, 1:36 pm EST

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Ouch, that's bad. Cheer up! and wait for the new version
jebby
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Saturday, October 5 2013, 2:24 pm EST
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'Teo' said:
Read it. So yeah, now I pretty much see that this tool doesn't work properly either on my computer or on the entire Windows 7, because the blinking outline always stays up on the selected tile at me even if I just normally clicked it. This explains the bug I posted in the topic. I guess the tile that I thought was selected was just blinking without the red outline (of course my mouse wasn't on it)


Thanks for bringing this to my attention. I unfortunately don't have my ancient Windows 7 laptop with me right now, so it would be incredibly helpful if you recorded a few seconds of this screwing up. As I said in my PM, don't feel you have to do that though.

And yeah, I know the Generate button is evil right now. I am currently working on version 1.2.2 and it will take me two minutes to fix that. To see what I've done so far (it's only a couple of little things), check out the yellow-coloured items in my to-do list in the OP.
Teo
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Saturday, October 5 2013, 2:31 pm EST

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No problem, don't worry, I'll edit this post with the vid.

CaveGen Testing Video
Yimmy
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Saturday, October 5 2013, 2:48 pm EST
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i noticed in stuff that needs cleaning up from v. 1.2: #7 you got it all wrong. it automatically downloads somewere that's not program files (program files (x86) for vista), so you must manually install to program files


Spoiler:

Interguild discord!! People use it!!
jebby
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Saturday, October 5 2013, 3:31 pm EST
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Generate has been separated from Copy to Clipboard after an unhappy marriage. He now lives beneath Terrain Settings with only James Brill 2013 for company.
jebby
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Saturday, October 5 2013, 8:12 pm EST
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Thanks for making that video, Teo. I can definitely see why you were confused now.

That doesn't happen in Windows 8, though it is still my fault for not testing it more on my second computer. From what I can tell by that video, the bug is that when you click on a tile, it stays glowing even when you take the mouse away. That is incredibly annoying behaviour and I'm not looking forward to figuring out how to disable it. From what I've read on Stack Overflow, I may have to make my own custom button control and specify its behaviour myself; apparently you can't override the WPF buttons that I'm currently using.

It probably won't be fixed in the next version, but now that I'm aware of it, I can start testing CaveGen on Windows 7 to figure out a way of resolving it. It's so much sexier on Windows 8. Even the slider label for Brush Size is misaligned on Windows 7.

EDIT: Just found an article that says that this only happens on Windows 7. Windows XP and 8 are not affected. Thanks, Microsoft.
Teo
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Sunday, October 6 2013, 3:29 am EST

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Ouch... Well, I guess they made it for an optimal usage so it should be compatible with all their operating systems, but well... it's not. It would be not too bad if it'd just change some aesthetics and graphics for the Windows 7 OS, but it actually changes the effect too (I guess), because that would explain the bug I've encountered and described a few posts above. However, I could have been just mistaken by the blinking, because the selected tile was probably blinking without the red outline and this is why I couldn't insert it and I thought it is selected, but I couldn't select it again, I had to select another tile to select the needed one again; and I didn't perform any mouse dragging shenanigans on the vid, I've used simple clicks. I'm quite curious how it normally looks in Windows 8 now. ;d
Rocketguy2
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Sunday, October 6 2013, 3:46 am EST
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How about an undo feature


Can you feel your heart burning?
Can you feel the struggle within?
The fear within me is beyond anything your soul can make, you cannot kill me in a way that matters
Teo
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Sunday, October 6 2013, 5:05 am EST

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'rocket guy2' said:
How about an undo feature
The undo button is already #10 on the "Other Features" list in the OP. However, what about a redo feature, Jebby? You didn't mention it in the first post while it definitely would be useful as well.
jebby
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Sunday, October 6 2013, 8:52 am EST
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Version 1.2.2 is now available. Only minor changes this time, the most useful being the relocation of the Generate button. I don't expect to hear any more people say "I accidentally clicked Generate and erased my cave".

Link is here.

New features:
- When you mouse over the buttons in the palette, the tooltips that pop up now tell you the hotkeys for each tile.
- Starting position and door added to bottom line of cave if not provided by the user.
- Keyboard shortcuts for Copy to Clipboard (Ctrl+T) and Generate (Ctrl+G) added. Funnily enough, they're quite close together on the keyboard...
- Limits placed on certain tiles. Specifically, they are: 6 enemies, 1 Enemy 4, 1 water level, 1 starting position and 1 door.
- Generate button moved below Terrain Settings.
- Fixed bug where if the last file you were using didn't exist or had its name modified when you open up CaveGen, it crashed. Now just starts with Untitled cave without crashing.
- When you try and load an invalid cave, a dialog will appear telling you exactly why that cave is invalid. Same happens if the last cave you saved (when opening CaveGen) has been made invalid.
- Fixed bug where if no tile was selected in the palette, Delete wouldn't work.
Teo
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Sunday, October 6 2013, 9:06 am EST

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Nice! I'll check it out when I'm making a new cave. (: Thanks for the update and good luck with the rest of the features and bugs.
soccerboy13542
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Sunday, October 6 2013, 12:24 pm EST
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Just downloaded. I probably should have mentioned this earlier, but could you change the hotkey for up arrows to just be 6 rather than shift 6?


'Livio' said:
You know, I was thinking of getting an internship at Microsoft, but I'm not sure I want their lameness to rub off on me.
jebby
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Sunday, October 6 2013, 12:38 pm EST
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'soccerboy13542' said:
Just downloaded. I probably should have mentioned this earlier, but could you change the hotkey for up arrows to just be 6 rather than shift 6?


Sure, I can add that in the next version.
soccerboy13542
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Sunday, October 6 2013, 12:46 pm EST
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i don't know how, but i accidentally clicked generate .___. erm. my fault. i don't know how this keeps happening.


'Livio' said:
You know, I was thinking of getting an internship at Microsoft, but I'm not sure I want their lameness to rub off on me.
jebby
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Sunday, October 6 2013, 12:51 pm EST
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'soccerboy13542' said:
i don't know how, but i accidentally clicked generate .___. erm. my fault. i don't know how this keeps happening.


In the next version, I'll be adding undo/redo so when you do press Generate by accident, you can undo it.
soccerboy13542
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Sunday, October 6 2013, 12:52 pm EST
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yay, thank you xD


'Livio' said:
You know, I was thinking of getting an internship at Microsoft, but I'm not sure I want their lameness to rub off on me.
canadianstickdeath
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Tuesday, October 8 2013, 2:22 pm EST

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My 'development process', lol. The dumbest thing that happened was probably where undo/redo were broken for a while on any cave that was taller than it was wide b/c of a typo where I used the height for both the inner and outer loops.

I considered doing something about the 6-enemy limit but decided I didn't know what the best way to handle that would be (well... I pretty much decided the best way to handle was to not handle it at all). What'd you do?
jebby
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Tuesday, October 8 2013, 3:07 pm EST
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I think I maintained a list of enemy positions, adding new enemies to the front and removing old ones from the back whenever the list length became larger than 6. The thing I found difficult was enforcing both the 6-enemy limit and the 1-Enemy4 limit while maintaining reasonable behaviour. For example, if you placed 5 Enemy1s down, selected an Enemy4 and started clicking around, the Enemy1s would disappear every time the Enemy4 was moved even though there were <= 6 enemies.. I also had to consider what would happen when you overwrote an enemy with something else (or even a different enemy).

I'm 99% it behaves correctly in all cases, though I never truly trust myself with programming. It helped to write down the preconditions and postconditions for the AddEnemy and AddEnemy4 functions to make myself confident that it was doing the right thing.

The code's getting kind of messy (I've got a classic Blob class growing inside my project), so I'm currently trying to separate it out into classes that are only responsible for one thing (which is totally not the case at the moment). Once I'm happy with that, I'll get to work on the Undo/Redo feature. Shouldn't take too long as I implemented Undo/Redo in my third year project last year. I should also learn how to do data binding with WPF properly; it might save me from having 400 million event handlers...
canadianstickdeath
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Tuesday, October 8 2013, 3:28 pm EST

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So it removes the first enemy you put in. With the other things since you can only have one, it's obvious that you should just remove the other one, but I didn't want to just randomly decide to remove one of the enemies. I'm pretty sure for the others I just loop through the grid whenever you set one and see if there are others in it and remove them. I'd probably have limited enemies in about the same way, tbh.
jebby
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Tuesday, October 8 2013, 3:38 pm EST
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'canadianstickdeath' said:
So it removes the first enemy you put in. With the other things since you can only have one, it's obvious that you should just remove the other one, but I didn't want to just randomly decide to remove one of the enemies. I'm pretty sure for the others I just loop through the grid whenever you set one and see if there are others in it and remove them. I'd probably have limited enemies in about the same way, tbh.


Yeah, pretty much. I think that getting rid of the oldest enemy is the most reasonable behaviour, or at least better than randomly choosing one to remove.

To save looping through the grid every time a new starting position (or any other singleton tile) is added, it's easier just to keep track of the coordinates of the existing starting position, overwriting it with the new one each time.

When you did Undo/Redo, did you keep track of the entire cave at each state, or just the differences between consecutive states? The first way seems easier, but I'm concerned that it'll start taking up too much memory once the user has made a 1000 changes or something.  

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