Atleast you guys answer people's questions, not reporting them.
Maybe the other dudes are just angry because they are behind.
Maybe the other dudes are just angry because they are behind.
TempusC said:As you can see, if we do a complete job with that, we could be looking at 100 or so jump types or more. Even just doing the most common ones, how exactly do we display the graphics in a simple way inside the editor? We may decide to include a reference sheet of the max heights and lengths of the most common jump types in blocks so as to give people a clear idea of what they can easily get away with. Like anything else, developing the most on the edge levels will require practice and talent.
TempusC said:The mouse of course! We are currently rewriting it in python, so it will be multi-platform. The end result will work quite similar to Starcraft's editor in terms of interface, as opposed to other tools such as are used for NWN or Half-life.
Looking into it. The editor will offer Lunar Magic-style tooltips on sprites, but I'm still not completely sure what I'll do about showing sprites. Many of them are 3D models, so I've been thinking about adding support for displaying the model itself within Reggie - but I'm not sure how hard this will be to do.TempusC said:I can't really speak for Treeki, but the amount of jumps necessary to analyze makes path analysis a daunting task, so we probably aren't adding it in. Off the top of my head, I can think of the following jump path 'graphics' we would need to somehow isolate data for and create:
Exactly - I'd love to do something like this, but the physics system is just too complicated to make it work. There are too many different combinations that can affect it: icy tiles, different types of jumps, the propeller suit, Mini Mario, speed/friction, slopes, sliding, wall jumps, and more. While it's a good idea in theory, it would be extremely hard to implement and use - just because of all these.
QUOTE(Taik @ Nov 22 2009, 04:37 PM) I have a question, (I'm pretty much sure it has been asked a billion times) :
Will you replace the blocks+numbers by the sprites later ?
Like instead of having to look what is this block every time you want to do something, you see a picture of a koopa (even if it isn't moving) ?
Of course this is in the editor.
Treeki said:Looking into it. The editor will offer Lunar Magic-style tooltips on sprites, but I'm still not completely sure what I'll do about showing sprites. Many of them are 3D models, so I've been thinking about adding support for displaying the model itself within Reggie - but I'm not sure how hard this will be to do.TempusC said:I can't really speak for Treeki, but the amount of jumps necessary to analyze makes path analysis a daunting task, so we probably aren't adding it in. Off the top of my head, I can think of the following jump path 'graphics' we would need to somehow isolate data for and create:
Exactly - I'd love to do something like this, but the physics system is just too complicated to make it work. There are too many different combinations that can affect it: icy tiles, different types of jumps, the propeller suit, Mini Mario, speed/friction, slopes, sliding, wall jumps, and more. While it's a good idea in theory, it would be extremely hard to implement and use - just because of all these.
QUOTE(Taik @ Nov 22 2009, 04:37 PM) I have a question, (I'm pretty much sure it has been asked a billion times) :
Will you replace the blocks+numbers by the sprites later ?
Like instead of having to look what is this block every time you want to do something, you see a picture of a koopa (even if it isn't moving) ?
Of course this is in the editor.
MacGnG said:anyone have any links for some custom levels??
Simple archive files shouldn't be illegal to share if they are fully modified - and I see it as a grey area; seeing as it's such a small component of the game. They contain no code, simply data for each level. A totally custom level will contain very little data from the original .arc file, if any (depending on how much is changed).Xane said:Oh please not python, what's wrong with using Java instead, when aiming for crossplatform compatibility?
It seems you were working with C# before...
Java is hard to work with and I'm very unfamiliar with it. C# is good, but Windows Forms is horrible.
I will release a source version (which will work on any platform where you can install Python and PyQt) and a Windows binary version (usable with nothing extra required - except for the Microsoft VC++ 2008 runtimes, which are extremely small)
Most users will probably be on Windows, so the binary will be all they need - so they won't have to deal with Python. It should be easy enough to get it to work on Linux or OS X - for example, running it on Ubuntu is as simple as opening a terminal, typing in sudo apt-get install python-qt4 and then running the Reggie script.
The levels are stored in .arc files which are illegal to share (they have nintendo code in it)Taik said:QUOTE(MacGnG @ Nov 22 2009, 06:05 PM) anyone have any links for some custom levels??
This and the editor isn't out yet (though tanooki is)
Xane said:Oh please not python, what's wrong with using Java instead, when aiming for crossplatform compatibility?
It seems you were working with C# before...
I would also prefer Python...some Love for the Linux/Mac Users, you knowOmega Knight said:Xane said:Oh please not python, what's wrong with using Java instead, when aiming for crossplatform compatibility?
It seems you were working with C# before...
Python is a wonderful language. Anyone whose used it can vouch for it. It's also really crossplatform, if you want to to work using Java, you should check Jython out, or a Java VM for PyPy.