Marcus, that looks great! We were hoping to one day have a visual
editor for the non-map game resources.
After a fresh install of the DB2ACK V1.3, I pointed the AckTool to
my .../DB2ACK/Adventures/SampleAdventure directory, and it seemed to
accept that. I was able to open the adventure text window and view
and edit all the text. But when I try any of the other classes, the
program crashes with:
"Runtime error 339, component cNumberBox.ocx or one of its
dependencies not correctly registered - a file is missing or
invalid."
Should I try getting a new Visual Basic runtime library? If so, can
you add instructions to your readme with the exact link, version
number, etc?
A few other suggestions:
- Include in docs, descriptions of the icons -- I got load and save
because the mouseover displays the text, but none of the other icons
are obvious
- Include in the docs, a description of all the files your program
tries to read when you open a project. I was unable to load my
Return of Kraan project -- maybe you expect a certain directory
structure to exist at the root directory of the project?
Jason
--- In DragonBaneII@yahoogroups.com, "aspern4marcus"
<marcus.koenig@a...> wrote:
> Hi, all dedicated frieds of Dragon Bane II!
>
> I have created a "front end" tool for the DB2ACK, complete now
with a
> MAPEDITOR and CODEEDITOR. I hope that this tool will ease the
process
> of developing adventures.
> Some features:
> + Edit characters
> + Edit monsters
> + Edit spells
> + Edit objects
> + Edit object profiles
> + Edit classes of heroes
> + Edit Game Text
> + NEW: Edit maps and special code (replacement for the map editor)
> + compile the adventure
>
> + notes on the mapeditor: Enter the map editor by selecting a map
that
> belongs to your project or adding a new map to it. You can then
simply
> set a wall by doubleclicking on the square. Remove it by presseing
> <DEL> or by pressing the red "X" button. Enter the script mode with
> F11 or the button.
> + Scripteditor: You`ll see the motion script and the display
script on
> the left. Select a command and you will be presented the options.
> Chance the options and press SET Button to confirm the changes. If
the
> argument is a character, the options box will present you the list
of
> the available characters and a button to the character form to
create
> a new one. The same is true for objects, spells and so on. You can
> even name the state bits (lokal and global ones) to keep track of
them.
> + By selecting a command from the combo box and pressing SET a new
> line will be inserted. You can select more than one line and make
> clipboard operations on them.
> + NEW is that you can save (and load) lines of code to a simple
text
> file on disk, so you can build up a codelibary for easy reusable
> pieces of code.
>
> So have fun and mail me problems or bugs (Marcus.Koenig@a...)
>
> Marcus