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3DGS Easy Scripter #283146
08/06/09 01:35
08/06/09 01:35
8 Images
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: sebbi91] #283222
08/06/09 16:09
08/06/09 16:09
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
Expert
lostclimate  Offline
Expert

Joined: Oct 2005
Posts: 4,771
Bay City, MI
not even just for newbies, even quick prototypes with this would rock, I mean if i can test different ways to go about something before i go into actual coding, that could be fairly useful.

Re: 3DGS Easy Scripter [Re: sebbi91] #283240
08/06/09 17:41
08/06/09 17:41
Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
Rei_Ayanami Offline
Expert
Rei_Ayanami  Offline
Expert

Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
Looks very cool laugh

Re: 3DGS Easy Scripter [Re: sebbi91] #283265
08/06/09 19:40
08/06/09 19:40
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
Here is a short demo showing the action system. To see it properly you might need to watch it in High Quality.

http://www.youtube.com/watch?v=Zo4s4zcOwDg

Info : When you load a .wmb, the app will search and find any entites and add them to the list, allowing you to assign actions easily and independently. You can see that by just running the project (no actions created) that the guard plays through all its animations. Therefore there is no action attached.

To bypass the process of loading WED and having to reassign an action i built a system which edits the map file and changes the action name. Now when the project is run the guard does the weird rotation. You can just edit the action and press "Run" again and the changes are instant.

Last edited by DJBMASTER; 08/06/09 19:43.
Re: 3DGS Easy Scripter [Re: DJBMASTER] #283407
08/07/09 16:21
08/07/09 16:21
Joined: Jun 2008
Posts: 402
Germany
S
sebbi91 Offline
Senior Member
sebbi91  Offline
Senior Member
S

Joined: Jun 2008
Posts: 402
Germany
fantastic ^^


3D-Gamestudio A8 - Commercial
Re: 3DGS Easy Scripter [Re: sebbi91] #283604
08/08/09 18:35
08/08/09 18:35
Joined: Apr 2008
Posts: 437
dracula Offline
Senior Member
dracula  Offline
Senior Member

Joined: Apr 2008
Posts: 437
This looks very impressive !

Re: 3DGS Easy Scripter [Re: dracula] #283621
08/08/09 21:06
08/08/09 21:06
Joined: Aug 2005
Posts: 1,012
germany, dresden
ulf Offline
Serious User
ulf  Offline
Serious User

Joined: Aug 2005
Posts: 1,012
germany, dresden
fantusctic!

Re: 3DGS Easy Scripter [Re: ulf] #283683
08/09/09 09:14
08/09/09 09:14
Joined: Jul 2005
Posts: 1,002
Trier, Deutschland
Nowherebrain Offline
Serious User
Nowherebrain  Offline
Serious User

Joined: Jul 2005
Posts: 1,002
Trier, Deutschland
how far from a demo? I am actually just looking for a better ide for my coding.


Everybody Poops.
here are some tutorials I made.
http://www.acknexturk.com/blender/
Re: 3DGS Easy Scripter [Re: Nowherebrain] #283687
08/09/09 10:11
08/09/09 10:11
Joined: Jul 2008
Posts: 894
T
TechMuc Offline
User
TechMuc  Offline
User
T

Joined: Jul 2008
Posts: 894
interesting project..

Will be very exiting how you achieve the combination of many different action-steps, or how you achieve clear arrangement of buttons in a very big level (I actually love the big and easy-to-identify buttons, but in big levels it might get a little bit annoying).

I'm looking foreward to your solutions, the concept is great.

Re: 3DGS Easy Scripter [Re: TechMuc] #283723
08/09/09 15:51
08/09/09 15:51
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
Thanks guys, right now i'm building the framework for each object, so that i can go along later and add to it easily.

Currently i'm updating the BMAP* editor, because I only discovered yesterday that a7.7 had introduced a new 'Cutout' type.So i'm building a way to create the cutouts visually.

@Nowherebrain, you might have to wait abit because i start university in about 7 weeks, but i'll try to do as much as possible, and i'll aim to get a beta out in Oct/Nov.

@TechMuc, yes the action system is probably the most complex part for me to write because of how much variation there is. At the moment its working pretty good, and i'm controlling the 'step-order' by checking if the behaviour needs a loop, uses and event, etc. Then grouping these actions and writing them into the script as one.

I've updated the features on the function editor, from a "Sed Improvements" post i found, so now you can add #regions, brace matching, and the editor automatically indents lines to make code neater to read.

About the big buttons, yeh it might get a little cluttered later on. My original concept was a simple tree-view but thats a little bit boring. I'll implement an object finder, so you can just enter the type of object you are looking for, "Panel", and a possible name.

Thanks.

Re: 3DGS Easy Scripter [Re: sebbi91] #284000
08/11/09 08:15
08/11/09 08:15
Joined: Jul 2009
Posts: 25
oyUn ceHeNnEMi
turkkanka Offline
Newbie
turkkanka  Offline
Newbie

Joined: Jul 2009
Posts: 25
oyUn ceHeNnEMi
Super Project.Thank DJBMASTER


Turkish Game Producer Team

oyUn ceHeNnEMi
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