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3DGS Easy Scripter #283146
08/06/09 01:35
08/06/09 01:35
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Joined: Nov 2007
Posts: 1,143
United Kingdom
DJBMASTER Offline OP
Serious User
3DGS Easy Scripter

hi, last August/September I was messing around with C# to improve my programming skills. I wanted to build a small utility that could dynamically build some very simple lite-c scripts. I had previously used a game creation tool called "Game Maker" and was very familiar with a Drag & Drop method to creating games.

I present '3DGS Easy Scripter', a tool to build lite-c applications using a clean, user friendly interface. I've attached a couple of screenshots of the interface and how different objects can be created. The whole idea of this app is to help new users start building games quickly without having to learn the language, and then when they need extra features they can program them in.

You can create all of the objects you see on the 'Create' menu, but i've still got a few more to add like views, structs, arrays etc.

Here is a run down of the current features...

*Create every engine object easily using visual properties. The output is shown in real-time so you know exactly what your game will look like.

*Features a 'Resource' system allowing you to load scripts, images, sounds, models etc. When the project is saved these are embedded into the file so you can share the project with other team members and they will have all the files necessary to run the project. Each resource type allows you to preview it, edit them in external applications.

*I've started developing a 'Template' system to allow creation of projects like FPS shooter, platformers etc. You can also build your own templates by using 'Save as template'.

*Through Stomousfall's C# wrapper, i've found a way to embed the acknex engine. This means you can view models and maps easily.

*For more advanced objects like particles and shaders i've started implementing real-time viewers, allowing you to easily build these objects and see the result immediately. I've included screenies of the particle and effect editors.

*You can now write your functions using advanced features such as syntax highlighing and intellisense. These are fully customizable so you can change keyword colours or add your own words.

*Lite-c as it is doesn't have a seperate object called 'Video', but i thought it was sensible to create a new object for videos. You can load various video formats and then you can use this video objects to play onto a target surface. The sound and video objects use Windows Media Player to preview the media. I decided to go with this because it is easy to implement and it is already installed with windows.

*One of the more complex parts of 3DGS Easy Scripter is the action system. Like i said before, i used to use 'Game Maker' and that used a drag & drop interface to build the game. I've designed the action editor with this in mind and now you can easily drag the event like 'Mouse Left Click' or 'Key Ctrl' and then add the behaviour you want. I've only added a couple of behaviours at the moment for testing but it works pretty well. All the properties are visually edited using the 'property grid' on the right.

*One of the most annoying things i find about using lite-c is creating panels. The reason is because there is no visual editor and so i have to guess coordinates. I know there is 'PanelEdit', but its not really visual. With this in mind i've built a visual panel editor allowing you to drag elements like buttons, windows, digits etc and place them where you want them. This part was actually written before i found the C# wrapper and so it is written in XNA. I might convert this to use the wrapper at a later stage.

* I'm in the process of developing a 'plug-in' system that allows you to write your own behaviours / functions and 3DGS Easy Scripter will add them to its library. The main reason for me building this is because you dont have to wait for me to implement it, plus the acknex engine does change from time to time, and i might not always be available to develop the app. This means that if you want to add support for Newton or another C++ DLL, then it 'should' be very easy to add into your workflow.

*I based a part of 3DGS Easy Scripter on visual studio and you may notice that it does look similar. One thing i like about visual studio is that it provides warnings and error messages. I havent got around to writing an error reporter but i do have a warning system ready to use. When you run the project this will notify you of any possible erors that might occur. This includes things like not loading an image into a BMAP or that a path no longer exists. I think it is helpful and prevents simple errors that we all make.

*3DGS Easy Scripter also features what i call a 'consistency mechanism'. This means that any changes you make to an object will be updated automatically in another object that references the changed object.Eg changing names/properties of a BMAP and the PANEL object will be also updated.

Thats some of the major features, but of course there is a lot more. I'm also planning to create a level editor to replace WED if i have the knowledge. Something similiar to GED but maybe a bit more advanced. You may notice that the current objects don't have all the properties like 'Materials' or 'Panels', i'm still developing those. Once you have added your engine objects and whatever else, just simply press run to test the game out. If it is OK, then you can export the script that 3DGS Easy Scripter will generate.

I'm hoping to have a beta version out around about October/Novemeber but i can't promise anything because i start university in October and so will have to dedicate my time to studying.

I welcome any comments or critism you have. Any questions of features / expected features are of course welcome. If you would like to request a feature then that is fine too, and i'll do my best to implement it. You can also PM me.

Thanks for your time.

visit http://www.djbm.kawanda.net for more information.

DJB.
Last edited by DJBMASTER; 03/08/10 03:04.
57 Comments
Re: 3DGS Easy Scripter [Re: Dark_samurai] #310192
02/13/10 17:02
02/13/10 17:02
Joined: Feb 2010
Posts: 457
Norfolk,England
mikaldinho Offline
Senior Member
mikaldinho  Offline
Senior Member

Joined: Feb 2010
Posts: 457
Norfolk,England
do you have a estimated completion date?

Re: 3DGS Easy Scripter [Re: mikaldinho] #314005
03/04/10 22:28
03/04/10 22:28
Joined: Oct 2005
Posts: 196
ambe Offline
Member
ambe  Offline
Member

Joined: Oct 2005
Posts: 196
Where do I send my money ?! tongue awesome stuff I'm excited


- code monkey
Re: 3DGS Easy Scripter [Re: ambe] #314022
03/05/10 01:24
03/05/10 01:24
Joined: Nov 2007
Posts: 1,143
United Kingdom
DJBMASTER Offline OP
Serious User
DJBMASTER  Offline OP
Serious User

Joined: Nov 2007
Posts: 1,143
United Kingdom
@ambe, I've only just started working on it again after a short break so i've got a bit of catching up to do. I have done a bit of work over the past day or so...

> I've changed the resource system a bit to make it easier to organise.

> Easy scripter can now parse .wmb map files and allow the user to load any model/images/sound files it requires.

> Added support for generating level,view and sky entities.

> Shader editor has a new interface for changing entity skins and material skins at runtime, and seeing the effects immediately. Also you can control entity skills using your own controls, which the shader may require.

> Easy scripter reads all texture data from a .wmb map file, and loads it into a 3dsmax like material editor. You can use this editor in levels, for dragging textures onto blocks,etc.

I'm working on parts of the level editor at the moment. I'm trying out some new ideas so that we can have a different level building experience. I wasn't originally going to include a level editor, but now I see that it's a must have.

Re: 3DGS Easy Scripter [Re: sebbi91] #314215
03/06/10 18:10
03/06/10 18:10
Joined: Feb 2010
Posts: 457
Norfolk,England
mikaldinho Offline
Senior Member
mikaldinho  Offline
Senior Member

Joined: Feb 2010
Posts: 457
Norfolk,England
will you be making updates whenever theymake a lot more new features, or will this be it?

Re: 3DGS Easy Scripter [Re: mikaldinho] #314262
03/07/10 10:28
03/07/10 10:28
Joined: Nov 2007
Posts: 1,143
United Kingdom
DJBMASTER Offline OP
Serious User
DJBMASTER  Offline OP
Serious User

Joined: Nov 2007
Posts: 1,143
United Kingdom
you mean 'they' as in conitec? Yes, whenever a new feature is inmplemented into the acknex engine, i'll do my best to get it into 3DGS Easy Scripter.

Right now whenever conitec adds a new function/variable you can add these yourself without waiting for me to do it.

Re: 3DGS Easy Scripter [Re: DJBMASTER] #314269
03/07/10 12:14
03/07/10 12:14
Joined: Feb 2005
Posts: 3,687
Hessen, Germany
T
Tempelbauer Offline
Expert
Tempelbauer  Offline
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T

Joined: Feb 2005
Posts: 3,687
Hessen, Germany
will the easy scripter support live syntax check?

Re: 3DGS Easy Scripter [Re: Tempelbauer] #314333
03/07/10 18:43
03/07/10 18:43
Joined: Nov 2007
Posts: 1,143
United Kingdom
DJBMASTER Offline OP
Serious User
DJBMASTER  Offline OP
Serious User

Joined: Nov 2007
Posts: 1,143
United Kingdom
@Tempelbauer > Yes I originally thought it was too complex for me to parse, but it doesn't seem to be that bad...

[IMG]http://i88.photobucket.com/albums/k184/DJB_MASTER/3dgs_errors.png[/IMG]

...although more advanced syntax checking may be a bit harder to implement.

Right now I just tested undefined objects and variables and it works fine. I haven't worked on the script editor that much recently, but I'll add as much syntax checking as posssible.

Thanks.

Last edited by DJBMASTER; 03/07/10 18:46.
Re: 3DGS Easy Scripter [Re: DJBMASTER] #314373
03/08/10 03:09
03/08/10 03:09
Joined: Nov 2007
Posts: 1,143
United Kingdom
DJBMASTER Offline OP
Serious User
DJBMASTER  Offline OP
Serious User

Joined: Nov 2007
Posts: 1,143
United Kingdom
Hey guys, been working on the level editor for a couple of hours. I'm going to try a 'tile' creating approach where you build the floor, walls, stairs, ceiling etc using a tile based grid. There will be a built in library of floors/walls etc to choose from. Then when you need precision, you can switch to a manual editing mode where you can move/rotate/scale.

Here is an early screenshot of the idea...

[IMG]http://i88.photobucket.com/albums/k184/DJB_MASTER/3dgs_leveltiles.png[/IMG]

...or just look at the last screenshot in the original post.

Thanks.

Re: 3DGS Easy Scripter [Re: DJBMASTER] #315893
03/19/10 19:55
03/19/10 19:55
Joined: Aug 2009
Posts: 49
USA, South Carolina.
Silence_ Offline
Newbie
Silence_  Offline
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Joined: Aug 2009
Posts: 49
USA, South Carolina.
Sorry bothering you with this question, but how long do yoou think it will be untill you relese your program.
1 month, 2 , over 3, or less than 1. I cant wait to it's relese. it looks so cool and easy to use.


If "Pro" is the opposite of "Con", then is progress the opposite of congress?
Re: 3DGS Easy Scripter [Re: Silence_] #315919
03/20/10 02:41
03/20/10 02:41
Joined: Nov 2007
Posts: 1,143
United Kingdom
DJBMASTER Offline OP
Serious User
DJBMASTER  Offline OP
Serious User

Joined: Nov 2007
Posts: 1,143
United Kingdom
Hi, I don't really want to give an estimate because I'm usually terrible at keeping to that date, and already things have come up that have delayed easy scripter.

I'm working on it everyday, so there's no chance that i'll let the project die.

Most of the editors have been done, its just little bits that need to be added like more shaders, more particles, all the lite-c functions/keywords. The level editor also needs to be re-written.



Last edited by DJBMASTER; 03/20/10 02:42.
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