Bit Blot Forum

Aquaria => General => Topic started by: Alec on June 16, 2007, 10:29:08 pm

Title: Editor Dev Thread
Post by: Alec on June 16, 2007, 10:29:08 pm
Originally the editor was all mouse input and key presses with no visible menu system, but now in my "spare time" I'm adding some more GUI elements to make it easier to figure out.

Main Menu:
(http://zaphire.ca/AQ/editorscr00.png)

Editing Nodes: (you can use the scroll wheel to zoom in and out, and drag middle mouse button to move the camera)
(http://zaphire.ca/AQ/editorscr01.png)

Selecting a Creature to Drop:
(http://zaphire.ca/AQ/editorscr02.png)
Title: Re: Editor Dev Thread
Post by: Toom on June 16, 2007, 11:18:14 pm
Sweet! Level editors are such a straightforward way to give a game infinite replayability that I'm surprised more indies don't come with them.
Title: Re: Editor Dev Thread
Post by: Quemaqua on June 17, 2007, 07:55:17 am
I'd just like to add that the fact that you're putting this in makes you my favorite people ever.  I actually don't tend to play player-made games all that much, but I really enjoy fiddling with them and creating them myself just to get to know the ins and outs of the game better.  I'm really looking forward to getting to know Aquaria more intimately by playing it, and then hopefully even more so by fiddling with the editor.   :)
Title: Re: Editor Dev Thread
Post by: Alec on June 17, 2007, 10:17:08 pm
I actually don't tend to play player-made games all that much

I'm hoping people will come up with some cool ones.

If I get things working right, it'll be possible to script completely new creatures. It'd be really interesting to see what people come up with.
Title: Re: Editor Dev Thread
Post by: Cobar on June 19, 2007, 11:47:05 am
That actually looks a lot more understandable than most other level editors in commercial games.
Title: Re: Editor Dev Thread
Post by: Quemaqua on June 19, 2007, 03:44:54 pm
I'm curious too, Alec.  We actually mentioned your support for this stuff in our latest podcast (heh, our 2nd) over at Overwritten.net, but it isn't up yet due to some technical difficulties.  Audacity crashed during my final edit and I lost basically all the data, so I have to re-edit the entire show.  I hope to have it up by this weekend, though.
Title: Re: Editor Dev Thread
Post by: Tosheros on June 19, 2007, 11:05:02 pm
It looks great! Apparently we have quite a lot of possibilities and we can add our own images.

(Oh my god, I just thought of all thoses noobies who are going to put porn in this lovely game  :-[ )
Title: Re: Editor Dev Thread
Post by: Zam on June 20, 2007, 02:40:47 am

...

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......

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Title: Re: Editor Dev Thread
Post by: Alec on June 20, 2007, 04:16:54 am
Uploaded some footage of the editor the 'Tubes (http://www.bit-blot.com/?p=17).
Title: Re: Editor Dev Thread
Post by: shinygerbil on June 20, 2007, 10:45:29 am
Uploaded some footage of the editor the 'Tubes (http://www.bit-blot.com/?p=17).

That is beautiful. It's already up on tigsource ;)

I'm desperately trying to think of a vaguely tasteful way to use the word "fapfapfap" in here ;P
Title: Re: Editor Dev Thread
Post by: Alec on June 20, 2007, 02:49:50 pm
I'm desperately trying to think of a vaguely tasteful way to use the word "fapfapfap" in here ;P

I think you just did. :)
Title: Re: Editor Dev Thread
Post by: Zam on June 20, 2007, 06:41:41 pm
...I love it.

This is without a doubt, the best editor system I've seen so far in any game. I mean, not just from one genre,
I mean, from age of empires to counterstrike to PoG to frazel's wand, to EV to  neverwinter nights, this seems to be well-thought out.

It seems to be really easy to make maps.
Just one feature request, if you don't have it all ready...Something I vaguely remember...Bit mapping? Basicly, you draw a picture, and can scan it into the editor, where the editor reads black as solid wall tiles, and white as empty spaces. It saved a lot of time in Mascot to use this feature (Though, I was too nooby at the time to use it)

@ shinygerbil...... 4chan ftl. Tosheros is going to be very much dissipointed, if you stick around : P
Title: Re: Editor Dev Thread
Post by: Alec on June 20, 2007, 07:08:53 pm
Just one feature request, if you don't have it all ready...Something I vaguely remember...Bit mapping? Basicly, you draw a picture, and can scan it into the editor, where the editor reads black as solid wall tiles, and white as empty spaces. It saved a lot of time in Mascot to use this feature (Though, I was too nooby at the time to use it)

This is actually how carving out the main rock works already. :)

We call it "map templates". Its a black and white PNG file. (and sometimes other colors, for setting other things)

Generating from that resets the black obstructions and it also generates the rock tiles around the edges.

e.g.
(http://www.zaphire.ca/AQ/maptemplates.png)
Title: Re: Editor Dev Thread
Post by: shinygerbil on June 20, 2007, 08:12:27 pm
@ shinygerbil...... 4chan ftl. Tosheros is going to be very much dissipointed, if you stick around : P

To be honest, I have never been on 4chan. I don't really like it. But I just happen to like the phrase "fapfapfap"...
Title: Re: Editor Dev Thread
Post by: Cobar on June 21, 2007, 01:00:40 pm
Whoa... that editor is like the apotheosis of awesome  :o
Title: Re: Editor Dev Thread
Post by: Tosheros on June 21, 2007, 03:33:20 pm
The way everythings looks wierd at first but then seem to have always been here... This editor looks incredible.

Oh, and the music is lovely.  :P
Title: Re: Editor Dev Thread
Post by: nestor on June 22, 2007, 08:33:44 pm
I can't get over the "Wavy" effect.  Is that done with a geometry shader?  it doesn't look pre-rendered to me.

Title: Re: Editor Dev Thread
Post by: Alec on June 23, 2007, 12:31:28 am
There's a few different ones, but they're all done by animating meshes with sine waves... so it can be applied to any image.
Title: Re: Editor Dev Thread
Post by: nestor on June 23, 2007, 02:15:29 am
I find myself thinking that a few of the effects in Aquaria are completely amazing.  The water distortion effect.  The way Naija was stirring up the bubbles, and the Wavy effect.  I just love it.  I tried picturing the wavy effect applied to the walls in an FPS for example, all the walls undulating in a sine-wave pattern.  yeargh, that would be crazy.

if you don't mind me asking, how does the mesh work?  is the original polygon broken down into many smaller polys and then the vertices are drawn with sine-waves? 

I guess I just don't completely understand how you can do that with OpenGL.  My knowledge of it is fairly limited unfortunately. 
beautiful game,  and you make it all look so easy.

Title: Re: Editor Dev Thread
Post by: Cobar on June 23, 2007, 02:37:13 am
Is it possible to use the obstruction tool on a moving object? Would be nice to create some floating debris you could jump off :)
Title: Re: Editor Dev Thread
Post by: Alec on June 23, 2007, 03:02:44 am
Is it possible to use the obstruction tool on a moving object? Would be nice to create some floating debris you could jump off :)

You can't do that with the tile editor, but you can do it with entities and scripting. Its a feature we added in the last month or so. :) So you can have creatures/objects moving around that Naija can cling onto and jump off of.
Title: Re: Editor Dev Thread
Post by: Tosheros on June 23, 2007, 04:10:51 pm
Just a question,  I was wonderings if it was possible to make objects such as a "door" or an arch in wich Naija swin betwin two parts of an object?

I know it is not 3D but still...
Title: Re: Editor Dev Thread
Post by: Alec on June 23, 2007, 07:18:38 pm
If you make graphics that break an object up into parts (parts in front, and behind) then you can achieve that effect.
Title: Re: Editor Dev Thread
Post by: qwertz on November 26, 2007, 08:05:02 pm
(http://www.zaphire.ca/AQ/maptemplates.png)

Wow, thats awesome, Alec. How do you calculate the rotations and the positions of the tiles which are placed along the black border? Which algorithm is behind that? Is it complicated? And how is the collision detection implemented on this bumpy border? Do you work with invisible intersection rectangulars around it? You are a really good programmer!

Man, this game rocks! I am really sure that I buy this game.

Greetz, qwertz
Title: Re: Editor Dev Thread
Post by: Alec on November 26, 2007, 09:42:38 pm
How do you calculate the rotations and the positions of the tiles which are placed along the black border? Which algorithm is behind that? Is it complicated? And how is the collision detection implemented on this bumpy border?

Basically I calculate a normal vector based on the surrounding tiles at each point. (this is also how Naija + enemies know which way to rotate when on a surface)

The collision detection is just a simple tile grid, although the tiles are only obstruction tiles (just data, not visual). It gets generated from the base image, but then you can also add an obstruction property to any free floating visual tile to make it solid.

Its kind of hard to explain, but there might be some hints in this video (http://youtube.com/watch?v=bsT6otdcTv0).

I'm thinking maybe I'll put up some more videos of the editor after/just before the game comes out. Derek's been working on a pretty cool editor tutorial level!

Man, this game rocks! I am really sure that I buy this game.

That's great to hear, man! Can't wait to release this thing. :)
Title: Re: Editor Dev Thread
Post by: realyst on November 27, 2007, 01:49:47 am
That is one shiny editor.

Love the rock carving....so effectively....simple and awesome.

Like I needed any other reason to want to buy this game.
Title: Re: Editor Dev Thread
Post by: Hiro on November 28, 2007, 01:18:46 am
The fact that you can edit a level and swim around in it all at once is so awesome. Testing maps must be so easy with this!
Great work.
Title: Re: Editor Dev Thread
Post by: Derek on November 28, 2007, 04:41:37 am
The fact that you can edit a level and swim around in it all at once is so awesome. Testing maps must be so easy with this!

It definitely makes testing a breeze.  And with the game as big as it is, that's more or less a necessity. ;)

Geez, I really can't wait for you guys to try it!
Title: Re: Editor Dev Thread
Post by: Xiagan on November 28, 2007, 10:12:24 am
Geez, I really can't wait for you guys to try it!
It is not up to us, when this will happen. ;)
Title: Re: Editor Dev Thread
Post by: Hiro on November 29, 2007, 06:23:41 am
Bah! Let's argue about who is more excited, the fans or the dev.s!

 ;D
Title: Re: Editor Dev Thread
Post by: Kagenoku on November 29, 2007, 08:53:29 pm
I would say it is a close tie, but there are more fans than developers... 
Title: Re: Editor Dev Thread
Post by: Alec on November 29, 2007, 11:26:21 pm
but there are more fans than developers... 

I hope so! :D
Title: Re: Editor Dev Thread
Post by: Hiro on November 30, 2007, 09:25:16 am
Lol. Are there more than 2 fans? (And a voice acting fan?) :)
Title: Re: Editor Dev Thread
Post by: Derek on November 30, 2007, 10:24:55 am
If each fan is willing to part with a million dollars for the game, I'd be satisfied with just two fans!

I kid, I kid!  I want as many people to enjoy the game as possible. ;D
Title: Re: Editor Dev Thread
Post by: Hiro on December 01, 2007, 01:28:35 am
:D
$2 mil...

How about 10?  8)
Title: Re: Editor Dev Thread
Post by: Bob the Builder on December 09, 2007, 09:35:33 pm
I can't tell you how much my girls are enjoying playing this game.  It seems the perfect match for all that makes them tick.  They love the music and the appeal of the hand painted graphics too.  Props to you both!  I will even excuse the automated phone verification that rang last night at 11PM :P.  (emo girl?)  I was so tempted to put down my parents' tele, and am so glad I didn't! 

I have been playing with the editor and the tutorial provided.  I also checked the installation folders for any additional docs regarding it.  It's easy to understand the material presented in the editor, but I cannot figure out how to create the passageways from scratch, or auto generate the edges.  Is there, or will there be supplemental tutorials for getting into the editor further?   

Anxiously awaiting "my" chance to play the game...*as my girls drag me off and away so that they can get back to...Aquaria :)*

Bob

Title: Re: Editor Question
Post by: Bob the Builder on December 10, 2007, 10:08:05 pm
I've read the editor help available from the link posted above.  I created a png file (does bit size matter?  interlacing?) and got it to pop up after loading the mapname.  I had to create a folder called maptemplate (I'm assuming that's right?).   So The map comes up with this weird backdrop.  It looks like a Brittish flag actually.   Then, the app crashes.  It once also sent error messages that purple and yellow spawn/warp points are missing.  I know you guys are busy (real busy) now.  Maybe one of the other modders could give me some direction? 

Thanks!

Bob