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Re: Andor's Trail Content Studio - Win/Mac/Linux Content Edi

Posted: Tue Feb 24, 2015 7:59 am
by Zukero
Nope. I'm waiting to complete another feature: the edition of the worldmap's labels (town names).

Re: Andor's Trail Content Studio - Win/Mac/Linux Content Edi

Posted: Tue Mar 03, 2015 2:27 pm
by MrMouette
Okay, I just found two bugs for your content editor and managed to fix them, I did a pull request : https://github.com/Zukero/ATCS/pull/1

Re: Andor's Trail Content Studio - Win/Mac/Linux Content Edi

Posted: Tue Mar 03, 2015 4:05 pm
by Zukero
Nice catch, and nice fixes !
It's merged.
If you want, you can PM me with a name & optional URL to get credited in the "About" text.

Re: Andor's Trail Content Studio - Win/Mac/Linux Content Edi

Posted: Mon May 11, 2015 10:23 pm
by rijackson741
In AT CS go to "Project", "import JSON data", paste in the dialog from this thread: http://andorstrail.com/viewtopic.php?f=4&t=4706, select "Dialog" as the data type, and click on "Next". Nothing will happen :) . I assume something is wrong with the JSON data, but it doesn't give me any error message saying that (and I know such a message exists, because I've seen it with other, corrupted, JSON data). It just does nothing at all.

Re: Andor's Trail Content Studio - Win/Mac/Linux Content Edi

Posted: Tue Jun 30, 2015 3:58 pm
by Zukero
v0.4.0 released !

It includes a few bug fixes, and adds a number of features to the worldmap editors.
The main addition though, is a BeanShell console. It is rough, it is not easy to use, but it is very powerful (and dangerous), as it allows you to run arbitrary snippets of "Java" from within the ATCS JVM.
Having the ATCS source code with you is almost mandatory to use this little fellow, as there's no such thing as code completion or anything.

Some of the stuff that I thought could be made thanks to it include:
- Some test scripts, to get a deeper level of content consistency checks, like checking that each step of a quest is given by a dialogue as a reward.
- Mass transformation, like multiply the AC of all created weapons by 10.
- "Data mining", like applying a formula to rate each weapon, then find all those that are not in a given range.

I'll try to post some example snippets here, so that you can see where to start. In the mean time, check out http://beanshell.org for some generic info.

Re: Andor's Trail Content Studio - Win/Mac/Linux Content Edi

Posted: Tue Jun 30, 2015 4:16 pm
by Zukero
Here comes the first example snippet. It simply displays the number of ways a quest can be completed, based solely on the quest log definition, for all the quests that exist in the game source referenced by the first project in your workspace.

Code: Select all

import com.gpl.rpg.atcontentstudio.model.Workspace;

proj = Workspace.activeWorkspace.projects.get(0);

for(quest : proj.baseContent.gameData.quests) {
	print(quest.id+"\t--> "+quest.name);
	completing_stages_count = 0;
	for (stage : quest.stages) {
		if (stage.finishes_quest != null && stage.finishes_quest != 0) {
			completing_stages_count++;
		}
	}
	if (completing_stages_count == 0) {
		print("ALERT: Impossible to finish this quest");
	} else if (completing_stages_count == 1) {
		print("\tThere is 1 way to complete this quest");	
	} else {
		print("\tThere are "+completing_stages_count+" ways to complete this quest");	
	}
	print("");
}

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

Posted: Tue Oct 27, 2015 5:23 pm
by Zukero
Version v0.4.1 released !
This release hit two milestones with one bird:
- Served from andorstrail.com again. So long Google Drive !
- Replace areas now supported. It was (IIRC) the last type of game data missing. From now on, it's just bug fixes, UI improvements and cool features.

A cool new tool for map makers : The replace areas simulator. Check out how your map would look (with optional Walkable layer) after any number of replace areas are activated. The UI is not that great, but functional. That's something you couldn't even get with Tiled !
To use this tool, open a map, and look for the "Replacements" tab at the bottom, next to "XML".

It has a few caveats though. When you make changes to your map, you have to close and reopen the editor to see the changes reflected in the Replacements Simulator.
Worse, when you cross-edit with ATCS and Tiled at the same time, you have to close and relaunch ATCS to see the changes you saved in Tiled. Closing and reopening the project should work too... potentially saving a few clicks, if you do it often.

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

Posted: Fri Oct 30, 2015 5:35 pm
by Zukero
v0.4.2 released !

@rijackson741 this one's for you :)
It fixes the bug related to loading the dialogues you linked to in your last post and it gives the dialogue overview in the dialogue tree we discussed a while back.

It also adds a tooltip on the new map Replacements simulator, showing tile coords and sprites used on the layers Above, Objects and Ground (top to bottom), showing a red X when there's no sprite on that layer for this tile.

I've been using this version to create a new quest, based on one submitted by French students earlier this year. It's called "Surprise ?" and shows some yet unseen features of the game engine ;)

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

Posted: Fri Oct 30, 2015 8:05 pm
by rijackson741
Zukero wrote:@rijackson741 this one's for you :)
It fixes the bug related to loading the dialogues you linked to in your last post and it gives the dialogue overview in the dialogue tree we discussed a while back.
Cool 8-) I'll try it out.

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

Posted: Sat Oct 31, 2015 12:22 pm
by rijackson741
I like it. The colored arrows are a great idea too. It makes it much easier to see the local tree structure.