Teaser: Map editor screenshot
- Tank Program
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Be the devil's own, Lucifer's my name.
- Iron Maiden
Be the devil's own, Lucifer's my name.
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I love python. Less than a week, I guess.
Check out my YouTube channel: https://youtube.com/@davefancella?si=H--oCK3k_dQ1laDN
Be the devil's own, Lucifer's my name.
- Iron Maiden
Be the devil's own, Lucifer's my name.
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- Tank Program
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Ok, went with the gray color scheme someone suggested (sorry if I forgot who). Here's a screenshot of that.
Also made the map view resize with the window.
Also made the map view resize with the window.

Check out my YouTube channel: https://youtube.com/@davefancella?si=H--oCK3k_dQ1laDN
Be the devil's own, Lucifer's my name.
- Iron Maiden
Be the devil's own, Lucifer's my name.
- Iron Maiden
Can zoom now.
Only using the mouse scroll wheel, though. Can also move the map around by middle-clicking (you know, push the middle button down, move the mouse, let the middle button up, rinse and repeat until you're where you want to be).

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Be the devil's own, Lucifer's my name.
- Iron Maiden
Be the devil's own, Lucifer's my name.
- Iron Maiden
As if that wasn't enough, now when you place a spawn point on the map, you get a selected spawn point and a line is drawn from that to your pointer. Move it around and watch the spawn point change direction to point at you! Click again to store the spawn point, the angle will be stored with it.
There's a placeholder method, AngleSnap, that is supposed to snap the stored angle based on the axis settings in the map, but since acme doesn't at all support axis settings right now it just returns the angle unmodified. Will the game have a problem with that? I don't really feel like adding axis support yet, I need to rewrite the map object somewhat to do that, I was just thinking about slapping a file dialog in there and posting a build for people to try.
There's a placeholder method, AngleSnap, that is supposed to snap the stored angle based on the axis settings in the map, but since acme doesn't at all support axis settings right now it just returns the angle unmodified. Will the game have a problem with that? I don't really feel like adding axis support yet, I need to rewrite the map object somewhat to do that, I was just thinking about slapping a file dialog in there and posting a build for people to try.
Check out my YouTube channel: https://youtube.com/@davefancella?si=H--oCK3k_dQ1laDN
Be the devil's own, Lucifer's my name.
- Iron Maiden
Be the devil's own, Lucifer's my name.
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- philippeqc
- Long Poster - Project Developer - Sage
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First look at a file dialog. Still needs scrollbars, some feedback while loading directories, and a few other things. Least of which is preventing other widgets that aren't shown from receiving events. 

Check out my YouTube channel: https://youtube.com/@davefancella?si=H--oCK3k_dQ1laDN
Be the devil's own, Lucifer's my name.
- Iron Maiden
Be the devil's own, Lucifer's my name.
- Iron Maiden
Hmm, thought I'd give y'all a screenshot with the new buttons on the toolbar. If you haven't figured out yet where I'm getting my icons, it might start becoming clear to you. 

Check out my YouTube channel: https://youtube.com/@davefancella?si=H--oCK3k_dQ1laDN
Be the devil's own, Lucifer's my name.
- Iron Maiden
Be the devil's own, Lucifer's my name.
- Iron Maiden
- Tank Program
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I think the font shadowing is needed, but the colors aren't exactly being chosen optimally. The font class only supports black as a shadow, which needs to be corrected. 
But I've noticed that without a shadow, the text gets pretty hard to read in a color scheme like this, so expect the shadow to stay, but to change color and become more readable.

But I've noticed that without a shadow, the text gets pretty hard to read in a color scheme like this, so expect the shadow to stay, but to change color and become more readable.
Check out my YouTube channel: https://youtube.com/@davefancella?si=H--oCK3k_dQ1laDN
Be the devil's own, Lucifer's my name.
- Iron Maiden
Be the devil's own, Lucifer's my name.
- Iron Maiden
Getting there. 
Factored the import statements a bit, trying to make the widget set portable between projects (getting ready to move it back to mathguy). Also rewrote the event manager so that now it'll only route events from the top-most laid out widgets. Still need to add some update/display logic in there so the calling app doesn't have to worry about updating the GUI, he should only have to worry about updating the GUI. Heh.
So, finish getting the file dialog working, move a couple more classes to be more portable, and then it's ready for a real preview release. (By "preview" I mean, of course, that the map object still needs some revision to support the new map stuff, some new widgets will be needed for that too, and I may not get to do it, since after the file dialog works I'm ready to take the widget set back to mathguy, where I'll start tracking down the bugs that I know are there and fixing them)

Factored the import statements a bit, trying to make the widget set portable between projects (getting ready to move it back to mathguy). Also rewrote the event manager so that now it'll only route events from the top-most laid out widgets. Still need to add some update/display logic in there so the calling app doesn't have to worry about updating the GUI, he should only have to worry about updating the GUI. Heh.
So, finish getting the file dialog working, move a couple more classes to be more portable, and then it's ready for a real preview release. (By "preview" I mean, of course, that the map object still needs some revision to support the new map stuff, some new widgets will be needed for that too, and I may not get to do it, since after the file dialog works I'm ready to take the widget set back to mathguy, where I'll start tracking down the bugs that I know are there and fixing them)
Check out my YouTube channel: https://youtube.com/@davefancella?si=H--oCK3k_dQ1laDN
Be the devil's own, Lucifer's my name.
- Iron Maiden
Be the devil's own, Lucifer's my name.
- Iron Maiden