Dungeon Mapper 2
(Readme for v0.85):
Program by Runewake2
Dungeon Mapper 2 (otherwise known as The Cartogropher) is my contribution to the Weekend Jam at Gamejolt. The program is designed around custom content with the entent of allowing players to be allowed to and able to design and create their own resources for use with the program.
The Dungeon Mapper currently supports 5 unique mapping tools. It supports Tiles, Prefabs, Doodads, Players/NPC's, and Effects. Each of these are unique and are all loaded from their respective folders at the program startup. All of the tools allow for 100% custom content.
TILES: Tiles are 32x32 pixel images (all standard formats are supported) that may be used to create the dungeon you wish to create. These tiles have multiple additional functions which may be accessed via right clicking on the target tile. NOTE: NO UNDO IS CURRENTLY AVAILIBLE. BE CAREFUL WHEN YOU DELETE TILES AND OTHER OBJECTS.
PREFABS: Prefabs are, in essense, larger tiles. They may be of any size and are designed to allow the player to save large parts of their dungeon (such as a pool of acid a sleeping quarters of a barracks etc). For best results prefabs should be any size that is a multiple of 32 (32,64,96,128 etc). Prefabs may be saved as any common image file.
DOODADS: Doodads are what make a dungeon livly. THey add life and fun to the dungeon. Unlike both Tiles and Prefabs, Doodads are not snapped to the dungeon grid and may be placed anywhere. Doodads may be of any size, period (no multiple of 32 or power of 2 is required). They may be placed anywhere on the map. Again these may be any standard image file.
PLAYERS/NPC's: Not currently availible in this version. Will be present by version 1.0.
EFFECTS: Effects can be anything. If you can script it you can make an effect of it. Effects are non-image files that run GML scripts to create particle effects, images, edit the terrain, delete the dungeon, kill the players, trap enemies and anything else you can think of. Effects pass multiple values to the script they execute. Here are the values passed:
Argument0 = The object ID of the effet object.
Argument1 = The effect objects X coordinate.
Argument2 = The effect objects Y coordinate.
Argument3 = Heres where things get more tricky. Effects may be executed in multiple different places. They may be used during the Step event, the Create event, the Draw event or finally during their display before placing. Thus you should use the string contained in Argument3 to determine which value you should use.
EVENT_CREATE - Create Event.
EVENT_STEP - Step Event.
EVENT_DRAW - Draw Event.
EVENT_PREVIEW - The ONLY event called during the objects preview in the menu below the dungeon and during it's attemted placing.
Multiple variables have also been added to the effect objects allowing scripts to "save" information from one step to another (such as object color, transparency, rotation etc). These are, with their initial values:
custom_var0 = -1
custom_var1 = -1
custom_var2 = -1
custom_var3 = -1
custom_var4 = -1
custom_var5 = -1
custom_var6 = -1
custom_var7 = -1
custom_var8 = -1
custom_var9 = -1
Also note that you may use any other default object variables to store information if you wish.
Finally should you wish to use Particle Systems I have created a global particle system titled: "global.ps" (minus quotes). This Particle System should be used in most cases involving particles. NOTE: Changing the depth of this particle system could result errors with particles appearing elsewhere on the dungeon, do so ONLY if you understand what you are doing.
To learn more about the scripting of effects look at the scripts shipped with the program.
I am always welcoming advice, critisism and ratings for my games. Don't be afraid to tell me what you hate about this and my other programs. All I ask is that if you leave a scathing rating please explain why so I may fix what is wrong with the program's I create rather then blunder in the dark for hours. Thank you for your input.
Possible Errors:I would like to bring it to your attention that saving files incombatible with the game (text files in the tiles folder) will most likly result in a crash. To solve this simply terminate the program and remove or move the problem file.Log:
v0.85 - This is the first public version released to the public. Players and NPC's are unavailible as well as saving. These features are planned for future versions.
v0.80 - Added a multi function scripting ability for the Effects used in the game. The effect recieves multiple arguments in this order effect(id,x,y,function). id is the ID of the effect object. x,y are the positions of the object. Finally function is the String of the event called. These functions are given in more detail above.
v0.70 - Added Effects
v0.50 - Working Engine finished.
If you have a problem with the program please contact me at the GMC community gmc.yoyogames.com (username: runewake2) or at Gamejolt (username: runewake2). I am working on setting up a site for Dungeon Mapper resources and will be attempting to host it should enough interest be shown in the project.
Game On, Runewake2.
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