Those who read the dev team meeting reports know that I've been busy working on a desktop version of the content editor.
It is called Andor's Trail Content Studio (short: ATCS).
It is now able to create and edit all types of game content (except for map creation, for which Tiled is still recommended) meaning that you can create, edit and generate JSON for Actor Conditions, Dialogues, Droplists, Items, Item categories, NPCs & Quests; create and modify all the map objects (Spawn areas, Signs...), as well as the worldmaps.
I now consider it the preferred way to create/edit content for AT, over the online content editor.
I'm counting on you all content creators for the following:
- Downloading/installing/using the tool.
- Report any encountered bugs (I'm sure there are plenty).
- Give feedback on the features, on the ergonomics, anything.
For this public beta, I am giving no usage instructions, as I want you to try to discover the features and report on what's nice, what's frustrating and what your ideas are to improve it.
Just one tip though, I tried to more or less mimic the "eclipse" vision: a workspace, some projects.... for those who don't know, your "workspace" is a folder dedicated to the tool, where your work will be stored. You can have several.
The ATCS workspace must be a dedicated folder, not one of your eclipse workspaces. Create a new folder on first start.
- You will need a working Java SE Runtime Environment (JRE) version 7 or above installed on your computer (get it here: http://www.oracle.com/technetwork/java/javase/downloads/index.html).
- You need at least 1GB of RAM (2GB or more recommended, depending on your OS), as the tool is allowed to grow up to 512MB, and future versions may require more than that.
- Moreover, you will need a folder containing a copy of Andor's Trail sources (like the one available here: https://github.com/Zukero/andors-trail/archive/master.zip for latest dev version or here: https://github.com/Zukero/andors-trail/archive/production.zip for latest Google Play version).
Windows user, get the installer here: http://www.andorstrail.com/static/ATCS_v0.5.2b_Setup.exe
Install it, then run it from the start menu.
If you experience issues, or lack administrator privileges, use the zip version below.
Mac OS X / Linux / Others, get the zip file here: http://www.andorstrail.com/static/ATCS_v0.5.2b.zip
Unzip it, then run "ATCS/ATCS.sh".
This "zip" version is meant to work on any system with a working JRE, with "unzip", able to run shell scripts (#!/bin/bash), and with a windowing system. So that should cover BSDs, Solaris, and all types of UNIXes.
Windows users having trouble with the installer can also use this version but should run the .cmd file.
Get the sources on GitHub !
Clone/fork/download the sources there: https://github.com/Zukero/ATCS
If you import it directly from eclipse, it should yield a usable Java project. Tell me if it isn't the case.
That's it. I hope you'll enjoy it.
- Better integration with Tiled, or any external map editor.
- Map creation in ATCS, either from the template or by copying one that exists in your project (game data, altered or created)
- More robust startup scripts on both Windows and Linux
- Persistent customization of app startup (memory, java binary, JVM options).
- Sometimes requests admin rights on Windows only.
- Bugfixes to avoid ConcurrentModificationExceptions, by using thread-safe collections.
- See details and instructions in the release post
- v0.5.2b released to correct issue with windows startup script, especially with the windows installer
- A bugfix for actor condition's JSON I/O. Data loss was possible as stacking and positive flags were not saved correctly.
- Maps color filters can be changed with a dialogue's reward.
- A first draft of Tiled integration, severely limited and untested. I wanted the bugfix out quickly. This is the reason of requiring Java 7 now.
- Dialogue sketch ! New feature allows fast creation and editing of dialogues. Certainly full of bugs at this point. Data loss possible. More on this in the release post.
- Ordered JSON output. JSON files should preserve a consistent order, giving easier comparison between two versions (cleaner diff).
- Some bug fixes
- Added the "Display Type" (a.k.a. rarity) column in the items comparator tool
- Fixed colorfilters not showing on worldmap editors and map replacements simulator.
- Removed a stupid and useless feature that prevented an existing project from using new tilesheets in the game source.
- Fixed a bug preventing the "outside" flag on maps from being correctly handled.
- Added support for the new "colorfilter" property on maps, with live, almost accurate, preview.
- So many bug fixes I had to do a release.
- Matches new data format and features added in latest dev version of AT. Best used with AT sources that come from latest github master (commit d126d1e and later). More information on these changes will be in a dedicated thread about AT, not ATCS.
- Some bug fixes
- Resource set selection ! At project creation, you can choose to use only the game data actually used, instead of all .json and .tmx files found in the source folder. Two sets are available, the real game data (that's what you most likely want to use) and the debug game data (a minimal set of dummy data, for easy debugging). The last option, All Files, works as before by using all the files it can find. Existing projects defaults to that last option. You need to create new projects to use one of the new options.
- Update to the NPC and Items comparator tools. They now include all elements, including both the original and altered version of a same element.
- A small UI bugfix in the spritesheet viewer, that should prevent the sprites from being cropped in this viewer.
- Bug fix in the JSON import feature
- Tooltips for the Replace areas simulator, showing all visible sprites for each layer of the hovered tile; and for the Dialogue tree view, showing dialogue ID and, where applicable, rewards or requirements.
- Spawn areas now support the " active" property, meaning it's not spawning its NPCs by default, and must be activated by a script/dialogue.
- Bug fixes.
- Replace area support ! You can now create/edit replace areas on maps.
- Replace areas simulator ! On a map editor, check out the new "Replacements" tab at the bottom, next to "XML".
- Various bug fixes here and there...
- Beanshell console ! If you can write Java code, you can use this nice shell to perform some queries and calculations on the project's data. It's very rough for now (no specific integration with ATCS, just a beanshell graphical widget). Check out http://beanshell.org for more info. I'll try to post some example scripts in this thread.
- Worldmap labels edition/creation.
- Worldmaps creation.
- Bug fixes contributed by Quentin Delvallet merged in (mainly, some min-max inversions).
- Worldmap editor ! You can now view and edit the existing world maps. Exporting these with the "export package generation" also works. You can add,move and delete maps in existing worldmap segments. No creation of new segments yet though (you have to hack the XML if you dare). No creation/edition of map labels (town names) either. These will come later.
- Export package generation ! It creates a zip file with all created/altered files, all bundled conveniently for copying over an AT source folder. Content makers, that is what I'd love you to send me for inclusion in the game.
- A menu bar. You don't have to depend on that "right-click menu" anymore, though it still exists.
- Various bug fixes.
- Comparator tables ! Through the right-click menu on the project tree, you can open a table summarizing all data about Items or NPCs for a given project. The contents of these tables are copy-pastable in a spreadsheet software. You can reorder the columns around, and sort by clicking on column headers. Note that these tables are never updated. If you make changes to an item, or create a new one, you need to close/reopen the comparator tables to have an up to date version.
- Fixed a bug that kept outdated references when deleting a created element, or reverting an altered one to the original.
- Dialogue Tree View ! Accessible from NPC and Dialogue editors. Best viewed from the NPC editor, as it allows to see the NPC's accurate sprite on the dialogues. Use left mouse drag to move the view, right mouse drag or mouse wheel to zoom in/out, double click on an item to open to corresponding dialogue editor. Dashed lines means that there are requirement to fulfill to follow this transition. Yellow boxes mean that there are rewards associated with reaching this point. Look for the "Dialogue Tree" tab at the bottom of the editors.
- Game element selection combos now allow to create a new element. For example: from a droplist editor, in the item selection combo, if none is selected, you have a shortcut to create a new item. After creation, this combo will automatically select the created item.
- Fixed issue with combo box upon creation/import of new game element. You previously had to close/reopen the editor for them to work correctly.
- Backlinks are now updated upon all changes. For example, when you change the item dropped by a given droplist, the old item does not show that droplist in its backlinks anymore, while the newly selected item does.
- Completed enhanced save mechanism
- Multi delete option
- Item price & Npc xp reward now displayed
- Bug fixes in save/create/import mechanism. Not yet perfect.
- Bug fixes in dialogue editor
- Fixed a stupid bug preventing Mac/Linux version from working
- Fixed many bugs in the JSON content editors (items and dialogues mainly)
- TMX Maps edition. You can now create and edit the various map objects, except the replace areas. No edition of tile layers.
- Some improvements in ergonomics.
- Memory optimizations. Now uses ~200MB instead of ~400MB for a fully loaded AT source.
- Bug fixes in Item editor
- Bug fixes in Spritesheet editor
- Faster scrolling with mousewheel
- Smarter folder selection
- First public beta
- Enhance export package generation: add a unix shell script in the zip that would allow to update a game source folder with the new/altered data.
- Dialogue simulator: based on a game's save, see how a given NPC's dialogue would unroll.
- Map view simulator: based on a game's save, see how a map would look like (apply replace areas, and show relevant NPCs)
- your idea here... post your suggestions
- After upgrading to a new version, you can experience issues with your workspace/projects. Don't hesitate to create a new workspace, re-create your projects with the same names, close ATCS, and afterwards copy the "created" and "altered" folders from each of your old workspace's projects into your new workspace's projects. Finally, relaunch ATCS.
- If you used the windows installer, deleted/reinstalled/upgraded Java afterwards, and cannot launch ATCS afterwards, either reinstall it, or edit <ATCS install dir>\ATCS.cmd to make it use the correct location for "java.exe".
- your issue and the solution here... post about your troubles