I know that C++ has pitfalls and numerous weapons for you to shoot at your own feet, and the behaviour of iterator has already puzzled me a couple of time, but I wasn't expecting *this*. I wasn't expecting the position returned by a single there = list.rbegin() to be different depending on when you de-reference … Continue reading rbegin(), deadend.
Category: monster edition
7 days left.
I got LEDS working almost fine on the green DS with the expanded and reordered animation sheets. I went through trivial fixes such as "animation X shouldn't loop since we depend on it to be done before switching to another state", etc. In-editor GOB linking did worked, although producing curious effects: a Spongebop was found … Continue reading 7 days left.
Ready? School!
one whole line of airborn (trans)anims!Aah ! Ça fait du bien! J'ai réussi à mener à bien les modifications synchronisées de l'éditeur de niveau et d'animations pour permettre jusqu'à 6 fois plus d'animations. Du coup, ma DS "green lime" est prête à reprendre le flambeau et me permet d'enfin bricoler ce "niveau anniversaire", qui a … Continue reading Ready? School!
Missing monsters
A bug in pokemon. Here bea no-such-monster exceptionLatest tests seems to claim that upgrade LEDS is trust-worthy enough to start manipulating my precious level maps (or at least their Lime copy -- more to come soon). There's one last thing I would like to fix: making sure that we can detect missing monsters, which may … Continue reading Missing monsters
Yearling
Last year's "holiday todo list" is thus finally completed. The last touches to SpongeBop's behaviour were introduced mid-June, multi-palette support was released in March, ink hurts (when configured in that way) and (of course), we do have compound-animation for Bilou since September 1st, 2012, and I fixed much more than just the "landing bug".What's up … Continue reading Yearling
Refactoring level loading in LEDS
If you want monsters in a level with libgeds, a .map file isn't enough. You need to provide a companion .cmd GameScript file that contain commands parsed by the engine to instanciate dynamic object, set rules that guide them, etc. Most of that content is left unmodified when you edit your map: only some 'GameOBject … Continue reading Refactoring level loading in LEDS
Incoming week-end ?
I cannot tell yet whether there will be significant development this week-end. I had a sort of marking-hangover last week-end and I barely managed to fix some bounding boxes and import some "school2.cmd" level to support the 20-year-old map I want to revive.Ça ne donne pas l'air de bouger fort, hein, ces dernières semaines. En … Continue reading Incoming week-end ?
LEDS update
Mon filieul (12 ans) -- de passage chez moi -- s'est assez rapidement désintéressé de ses projets de monorail LEGO et m'a laissé entendre qu'il avait son AceKard 2 en poche pour que je lui fasse une mise à jour d'Apple Assault. Après des semaines passées sur Minecraft DS, il était mûr pour se lancer … Continue reading LEDS update
how to place monsters in LEDS
Oh, btw, I've updated the LEDS user guide page with instructions on how to add monsters in your level. That was some times ago ... I guess I was busy somehow by then.Erhm... wait ... I still am (busy), am I not ?
LevelModel | MonstersManager
wow. Loading a level with monsters in LEDS is far from being a simple story, right now. LevelModel is the internal representation of your level content, and it can extract the "gob% = state% (%,%)" statements, but it has no idea how to render GOBs. That's the job of the MonstersManager ... and to some … Continue reading LevelModel | MonstersManager