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kthura's Introduction

  • 👋 Hi, I’m Jeroen P. Broks a.k.a @Tricky1975
  • 👀 I am most of all interested in creating games and setting up tools to make game creation easier on me. I am also a fantasy author (in Dutch), and I like board games, card games, playing acts on stage and well, more things.
  • 🌱 I’m currently learning C++ and more things
  • 💞️ I’m currently not really looking to collaborate with any project. If you are however interested in working some of mine out in a better way I did, hey, lemme know.
  • 📫 I don't have a real contact spot on this moment.

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kthura's Issues

Scaling

Working on it now, just to let you know ;)

Insertion point

Insertion point where to start to draw the Tiled Area pictures.
(All other object kinds will be unaffected)

Launcher with project creation wizard

I have the idea to make a launcher for Kthura which will automatically scan the latest version of Kthura and install it (This feature will require git to be installed on the computer).
Those who'd like to experiment with Kthura can then do it. ;)

This launcher can (unfortunately) not update itself, but I expect once it's done it won't see that many updates anyway. I might be able to make it scan if updates are available, though.

The auto-update will very likely be dropped, but at least I can setup the wizard and then I can properly do #14 as well, I think

Boundaries system does not work the way it should at all.

Stuff not showing when it should is the most evil problem right now.
I do wonder why it worked in the GrassJungle while it didn't work in the Junkyard as both dungeons should show the same problems. :-/
(Both maps in Star Story. I opened there an issue as well PhantasarProductions/Star-Story-old#243 )

If needed the good-old 'plus-minus' system might get in place, however if I can prevent going down that route it would be wonderful.

MouseUp event not properly registered. Looking for some alternate solutions.

The bug itself is beyond my control, unfortunately (seems that way, as there are a few things I need to sort out here).
And this sometimes makes TiledAreas and Zones impossible to be managed.
I may need to see if an alternate approach can be produced as an "option".
Not the most elegant way, but what works that works.

Better texturing management

It goes like this:
Textures can be tied to the TiledAreas and the Obstacles, and the system will then automatically fill out the configuration that comes along with them or that was used last with them. This should prevent a lot of mistakes I now make on the way slowing the map creation down.

Until now I only had small maps and then it is quite easy to deal with all that, but the first BIG map is now a fact in Star Story, and there it's really annoying me. This will be a major operation significantly changing the way the editor is used.

This operation will also require me to adjust PyJCR as the editor will now produce extra data I don't want PyJCR to pick up as the games produced with Kthura don't need this so why should I put it in.
There will be a "Don't merge me" flag attached to the texturing configuration files resulting into PyJCR skipping these config files.
I made an issue on that in JCR6 under TrickyProjectGraveyard/JCR6Tools#6

JCR6 changed does cause Kthura to suffer.

This is not really a bug, but something that does need to be found a solution for, as this is really annoying.

I am thinking to make it possible for JCR6 to turn this check off, in order to make Kthura function normally again.

Boundaries

These boundaries will determine the area in which Kthura should draw.
By default Kthura should use the screen bounderies, or basically the size of the screen, however, it should be possible for the user to reset them in his/her own way.

Basically Kthura should ignore all objects completely outside these boundaries, since the player of the games won't see them at all anyway, and processing them only slows down the performance.

Deleting an object does not unselect it.

Well the selection routine works by copying the reference to the selector, and as long as a reference exists the garbage collector will leave it alone, meaning you can safely edit the selected entry without causing a memory conflict, but still it's confusing. As soon as you select something else the reference is really lost and then the object will be removed, but as the editor is as of then no longer able to hit it, memory conflicts cannot happen either.

So it's not a a critical bug, but still a very confusing one so a fix is in order.

Lua and Python export

This is one very unsure to happen, and it will depend on many factors.
Anyway, at the present time it's impossible to get Löve2D to read Kthura files, and I won't even aim for that. Kthura will try to create a lua file Löve2d can import and the library will just perform the necesary drawing actions. It should be noted that Löve2D has no support for viewport-based-tiling and Kthura relies heavily on that, although I a few ways around that, so that is no real trouble. Realtime animation can become a larger problem as Löve2D also does not support that the way BlitzMax uses this.
It should also be noted, that it would be wise if the maps were not too large. The Kthura exporter probably wouldn't mind, but I'm quite sure Löve2D will. ;)

Actors acting strange when walking

Sometimes actors refuse to carry over to the system while walking and thus you see the actor multiple times in a straight line. Especially after teleportations, this easily happens, and especially the way south often suffers.

The game "Star Story" suffers directly from this bug (As stated in PhantasarProductions/Star-Story-old#201).
I hope I can pinpoint the cause of the issue.

Color selector

BlitzMax can connect to the OS color selector in order to create colors the easy way. I just need to properly set this up

Copy and Paste

This will no work the same way as in standard (due to technical reasons and also for enhancement possibilities).

  • Copy and Cut will appear in 'Area Effects', and all objects in the selected area will be cut or copied t the clipboard
  • Paste can accessed in the menu and alternate coordinates can be used to move the pasted items.
  • All items will remain in the clipboard 'forever' unless the clipboard is cleared.
  • The copy and paste does work cross-map, but not cross-project (due to conflicts) or cross-application (due to technical issues).

This is a bit of a "long-term" plan, but still I do miss a feature like this :(

Startup documentation Kthura

My plans are to put this in a PDF file.
I should make sure to cover a few things:

  • Setting up Kthura itself
  • Setting up a project Kthura can base its maps on
  • Placing a few examples on how Kthura can be integrated inside a BlitzMax Game using JCR6

The first document will not cover the Lua stuff in Kthura for two reasons.
a. Lua scripting Kthura editor is for the advanced user and this PDF is only for getting started and
b. API you need to make Lua really count for something with Kthura is in a too early stage and can do too little yet, and I've not completely worked out how to do that. A document covering that part may become usable once that part is worked out.

(I must also note that #17 must be taken care of before this documentation will begin, otherwise we will be dealing with outdated stuff from the start).

Block out, negative dominance settings

They act very very crazy, and the system was never meant to support negative dominance settings anyway.
After this fix is done, all negative settings will be reset to 0 as soon as they are found by any routine.

Lua errors are always overlapped by the map and thus unreadable

Strictly speaking this is a GALE issue, as the GALE GUI driver does not support the needed stuff to get rid of this issue, but it's Kthura suffering from it.
My idea is to implement a hidelist in the GUI driver for GALE to make sure all gadgets we should not see during an error will be taken out of sight. This should prevent errors like these from happening as when Lua produces an error, it would be handy if we can read it (only then can such an error be fixed, after all).

Proper zone support Kthura

Basically a copy from this issue: PhantasarProductions/Star-Story-old#11 (which was posted before Kthura got its own repository)

A few things need to be done

  • The core must be fully accepting these. That is not my biggest issue, I don't expect much trouble on this one
  • The Draw module must be able to draw them if it's configured to do so. For games I recommend not to use that feature, if you want to build an editor or viewer it can come in handy.
  • Last but not least I need to put the full support in the editor.

Multi-Map

This is an idea I've been playing with.
The way I really desired to implement this will require to restart Kthura from scratch and that is not really an option, but the there are many advantages in the reference based setup BlitzMax uses, and thus I do see some alternate ways to do this.

Blockmap issues

It seems that when objects have negative coordinate values that they spook up the blockmap.
I need to sort out why his happens.

Multi-Tag

I am thinking to support multi-tagging, in which commas will serve as separator.
Of course (as always), all tags must be unique.

Extra Data Editor

Objects supporting extra data should have an editor for this extra data

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