v0.8.9 (Bugfixes + translations) released to Google Play!

Useful links
Source code of the game - Contribution guide - ATCS Editor - Translate the game on Weblate - Example walkthrough - Andor's Trail Directory - Join the Discord
Get the game (v0.8.9) from Google, F-Droid, our server, or itch.io

Andor's Trail Content Studio [ATCS] - Win/Mac/Linux Content Editor

Discussions of the development process of the game.
Post Reply
Duke
VIP
Posts: 559
Joined: Sun Nov 25, 2012 8:10 pm
android_version: 6.0 - Marshmallow
Location: Minneapolis, MN

Re: Andor's Trail Content Studio [ATCS] - Win/Mac/Linux Content Editor

Post by Duke »

Yes, great work Zukero! And it's nice to see you on here Ian.
Lvl78 XP9403007 Gold 248643 AP3 HP139 AC350 AD42-59 BC97 DR1
SP:D MC3 BC CS2 QL4 IF MF EB DW2
Rols1Rol2Elyr1Char1Golf1Shaf0Srov1Vsh1
Ozzy
lvl:47 HP114 AC254 AD27-37 BC112
SP:WA HH CS(2) CL CE IF(2) Reg
Rols1Rol0ElyR0Char2Shaf1Golf1Srov1Vsh1
User avatar
Voom
VIP
Posts: 617
Joined: Sat Dec 19, 2015 5:24 pm
android_version: 7.0
Location: Fort Lauderdale, FL

Re: Andor's Trail Content Studio [ATCS] - Win/Mac/Linux Content Editor

Post by Voom »

Duke wrote:Yes, great work Zukero! And it's nice to see you on here Ian.
I second that!
Voom
User avatar
Zukero
Lead Developer
Posts: 2028
Joined: Thu Jul 21, 2011 9:56 am
android_version: 8.0
Location: Eclipse

Re: Andor's Trail Content Studio [ATCS] - Win/Mac/Linux Content Editor

Post by Zukero »

v0.4.7 released !

A bug fixed in maps ("outside" property mishandled, not that it's really useful anyway yet).
Much cooler is the ability to set colorfilters on maps, with a live preview. The Android feature used to implement them in the game do not exist in Java 2D, so I emulated it, using what I consider to be a clever hack. The results might not always be 100% equivalent to the in-game result, but it should be really close enough for map makers anyway.
Lvl: 78, XP: 8622632, Gold: 271542, RoLS: 1, ElyR: -, RoL: -, ChaR: 1, GoLF: 1, ShaF: 1, SRoV: 1, VSH: 1, WMC: 1, GoW: 1
HP: 71, AC: 301%, AD: 38-47, AP: 3, ECC: 50%, CM: 3.75, BC: 101%, DR: 2
User avatar
Zukero
Lead Developer
Posts: 2028
Joined: Thu Jul 21, 2011 9:56 am
android_version: 8.0
Location: Eclipse

Re: Andor's Trail Content Studio [ATCS] - Win/Mac/Linux Content Editor

Post by Zukero »

v0.4.8 released.

Not much more than cosmetic changes (colorfilters applied everywhere) and bug fixes. See the OP changelog for details.
Make sure to update to this one if you open my "stoutford_tests" github branch.
Lvl: 78, XP: 8622632, Gold: 271542, RoLS: 1, ElyR: -, RoL: -, ChaR: 1, GoLF: 1, ShaF: 1, SRoV: 1, VSH: 1, WMC: 1, GoW: 1
HP: 71, AC: 301%, AD: 38-47, AP: 3, ECC: 50%, CM: 3.75, BC: 101%, DR: 2
User avatar
Voom
VIP
Posts: 617
Joined: Sat Dec 19, 2015 5:24 pm
android_version: 7.0
Location: Fort Lauderdale, FL

Re: Andor's Trail Content Studio [ATCS] - Win/Mac/Linux Content Editor

Post by Voom »

I'm following ya, keep it up.
Voom
User avatar
nyktos
VIP
Posts: 3463
Joined: Wed Sep 14, 2011 5:38 pm
android_version: 7.1 - Nougat
Location: Nor City, Dhayavar

Re: Andor's Trail Content Studio [ATCS] - Win/Mac/Linux Content Editor

Post by nyktos »

wow, nice! :o

gonna have to give this a serious look... :mrgreen:
"Embrace the Shadow"

Image

[Lv: 60] [HP: 175] [AC: 361] [AD: 25-39] [BC: 75]
[Dual Wielding Swords] [Unarmored Fighting]
User avatar
Zukero
Lead Developer
Posts: 2028
Joined: Thu Jul 21, 2011 9:56 am
android_version: 8.0
Location: Eclipse

Re: Andor's Trail Content Studio [ATCS] - Win/Mac/Linux Content Editor

Post by Zukero »

v0.5.0 released !

That one was tough. I'm very proud of the new tool: the Dialogue Sketch. More on this later. :ugeek:
It also includes a rework of the JSON exporter, so that the order of fields and elements is preserved, and should now yield consistent files, more easily compared. I still have to run all existing content through the new exporter once to set the landmark though.

So, the Dialogue Sketch tool. The main idea is to quickly create dialogues, with as little contact with the mouse as possible.

I'd really love your feedback on this one. :roll:

How to use:

1° Right-click somewhere in the project's tree, and select "Create dialogue sketch"
2° Choose an ID for your sketch. I strongly suggest using only lower case letters, numbers, and underscore, as well as finishing by an underscore (([a-z0-9_])*_ for the PCRE lovers). For example: "thomas_sewer_"
3° Edit your sketch (more on this later)
4° Save your sketch using the "Save sketch" button.
5° Once satisfied, create/alter the relevant dialogues (JSON data) by clicking on "Export sketch to game data".
6° Review the created and altered dialogues, and save the exported ones (not automatic yet). The created dialogues' IDs are your sketch ID suffixed by a sequence number. For example, "thomas_sewer_0".

At this point, it should be safe to delete your sketch.

Instead of 1°, you can also edit existing dialogues this way, by generating a dialogue sketch from existing data. To do so:
1° Find the starting dialogue you want to edit (typically, the one referenced in the NPC).
2° Right-click on it in the project tree, and select "Generate dialogue sketch".

That's how you'd go back and forth between sketch and real dialogue editing. Create sketch, edit, export, save everything, delete sketch, edit dialogues, save everything, generate new sketch from exported dialogue....

How to edit sketches:

At first, you'll have an empty node with an NPC icon. Double click on it to edit its content.
During edition, hit Ctrl+Enter to save the text. You now have a single dialgoue node. Let's add more.
Press Enter, or double-click it again to re-enter edit mode. Press Shift+Enter to save your changes and create a new NPC line (The "NPC Keeps Talking" stuff, where the player can just press next, and not reply). Type some more text.
Let's add a few replies. While in editing mode for a NPC dialogue, press Alt+Enter, this will create a reply node. Type some text, then Shift+Enter to create a second reply with the same parent NPC line. In that second reply, still in editing mode, press Alt+Enter to create the NPC line this replies leads to.
Great, you created a nice dialogue, but noticed a typo in a previous line. You edit it, but before you can commit it (Ctrl+Enter, remember), your cat jumps right on your keyboard, smashing your beloved text. Simply hit Escape to discard your changes.

Now, you have a bunch of nodes, that represent more or less your structure, but you have replies that point to nowhere, and want two replies to lead to the same NPC line ? No problem. Outside of edit mode (Ctrl+Enter or Escape to leave), select your source reply by clicking on it. It turns blue (the outline). While holding Shift, move your mouse to the target dialogue, and click. You just created a new link !
There are three type a link that you can create:
- NPC to NPC (adds a new "NPC keeps talking" reply. Usefull for selectors).
- Reply to NPC, only if this reply points to nowhere.
- NPC to Reply, will actually create a copy of this reply as a new reply to the source NPC line.
Reply to Reply is useless. Makes no sense. Don't ask.

To sum up, while in edit mode, Ctrl+Enter commits your edited text and exits edit mode; Shift+Enter will create a new node of the same type as the currently edited one (either NPC keeps talking, or new reply to the same NPC dialogue); Alt+Enter will create a new node of the other type (NPC line -> Player Reply, Player Reply -> NPC line); Escape cancels; Shift+Click creates a link.

What it does, what it doesn't, and what you shouldn't do:

The dialogue sketch feature is great to quickly type dialogues (in the code, it is referred to as Writer Mode), and create the structure (the links).

It cannot edit (or even view) the requirements or rewards. You cannot even completely create a selector. You can't set a reply to start shopping or fighting. For all of these, export your sketch, and edit the dialogues with the full editor.

What you really shouldn't do (at the risk of losing data, and overwriting your own changes):
- Modify an exported dialogue's text, order of replies, or ID, in the dialogue editor without deleting the sketch. In this case, subsequent modifications to the sketch will not reflect these, and re-exporting will overwrite your dialogue-editor-made changes. Forever.
- More generally, making back and forth editions between sketch and generated dialogues, using export in-between. In many cases, it works fine, but in others it doesn't.

The recommended workflow is stated above, but I'll repeat it: Create sketch, edit, export, save everything, delete sketch, edit dialogues, save everything, generate new sketch from root dialogue....
Last edited by Zukero on Fri Dec 30, 2016 10:42 am, edited 1 time in total.
Reason: Typo
Lvl: 78, XP: 8622632, Gold: 271542, RoLS: 1, ElyR: -, RoL: -, ChaR: 1, GoLF: 1, ShaF: 1, SRoV: 1, VSH: 1, WMC: 1, GoW: 1
HP: 71, AC: 301%, AD: 38-47, AP: 3, ECC: 50%, CM: 3.75, BC: 101%, DR: 2
User avatar
rijackson741
Posts: 4451
Joined: Tue Aug 20, 2013 2:04 am
android_version: 10 - Android 10
Location: Somewhere in Dhayavar
Contact:

Re: Andor's Trail Content Studio [ATCS] - Win/Mac/Linux Content Editor

Post by rijackson741 »

Great! This should definitely make creating dialogue trees easier.

I lay claim to the first bug report. In the project tree "Dialogue sketchs" should be "Dialogue sketches" :ugeek: :mrgreen:
Level:71, XP:6493739, PV:608, FQ:84
HP:210, AC:212, AD:58-77, AP:4, ECC:16%, CM:1.5, BC:188, DR:3
Gold: 237559 | RoLS:1, RoL:1, GoW:1, VSH:1, RoFLS:1, WoB:1
HH:1, WA:1, CS:2, Cl:1, IF:4, Ev:3, Re:2, WP:DA:1, WP:1S:1, WP:B:1, AP:L:1, FS:DW:2, S:DW:1
User avatar
Zukero
Lead Developer
Posts: 2028
Joined: Thu Jul 21, 2011 9:56 am
android_version: 8.0
Location: Eclipse

Re: Andor's Trail Content Studio [ATCS] - Win/Mac/Linux Content Editor

Post by Zukero »

Hehe, nice catch.
Lvl: 78, XP: 8622632, Gold: 271542, RoLS: 1, ElyR: -, RoL: -, ChaR: 1, GoLF: 1, ShaF: 1, SRoV: 1, VSH: 1, WMC: 1, GoW: 1
HP: 71, AC: 301%, AD: 38-47, AP: 3, ECC: 50%, CM: 3.75, BC: 101%, DR: 2
sdevaney
Site Admin
Posts: 1177
Joined: Fri Jan 28, 2011 10:17 pm
android_version: 14 - Android 14
Contact:

Re: Andor's Trail Content Studio [ATCS] - Win/Mac/Linux Content Editor

Post by sdevaney »

The new dialogue sketch is very neat. I hope it helps our content creators better visualize their scripts. I am always impressed with every ATCS update.
Post Reply