VaW progress: Week 8

Published October 05, 2011
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Welcome back!

This week's a short one. Looking back on this week's commits it seems I only worked on the level editor UI a bit more tongue.gif

Oh well, screenshot time:
week8.png

What got done this week:
  • I added buttons to toggle snap and nodes (trying to get away from loads of hotkeys!). Click on them to make the assets snap to grid and to start and stop placing pathfinding nodes, respectively.
  • I added save and load dialog boxes that appear when clicking the save/load buttons. Anything behind these boxes get greyed out, thanks to JQuery UI's 'modal' dialog box option. These buttons actually work now, saving and loading from the 'assets/maps' folder.
  • The buttons are now white, and glow when they are either being hovered over or have been selected. They glow orange when the mouse is hovering and blue when they are active.
  • You can toggle between rendering the entire map and only rendering one depth layer. To switch between depths to place objects on, you press the up/down arrow keys or hold Ctrl and scroll the mouse wheel. Choosing to render objects that are only at the current depth can be useful when working on details that might be obscured by objects on depths closer to the screen.
  • Some bugs were fixed.
    And that's all. Not very exciting, but I was pretty busy and that's all I got done. At least it's better than nothing! Next week I'm going to take a break from the level editor and experiment with rendering. Should be fun!

    Thanks for reading! Any comments are highly appreciated!

    See you next time smile.gif

    Max
    @supermaximo93
0 likes 4 comments

Comments

yckx
JQuery? You're writing the editor in JavaScript?
October 05, 2011 11:19 PM
supermaximo93
[quote name='yckx' timestamp='1317856743']
JQuery? You're writing the editor in JavaScript?
[/quote]

Yep! Using Awesomium. It basically allows you to embed websites (both online and locally) into an application. Take a look at my last post for more information
October 06, 2011 06:15 AM
yckx
Writing your game in Ruby, and writing your editor ('s UI) in JavaScript: two languages I'd always thought of as essentially web-only tech. Go figure.
October 06, 2011 10:14 PM
__Homer__
Whatever works at interactive framerates :)
October 11, 2011 11:39 AM
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