quite frankly i think editor icons are fine as is. "consistent looknfeel" is less important than "game making tool that actually makes games" at this point.
i just downloaded the binary right before i reported what happened, so it was newest.
here is a screengrab of what happens after creating new project, with cmd running editor in /v
it creates folder, extracts credits.txt and tnge closes. if i manually extract rest of lpc folder into the created project folder, i can open it and edit it, but new project only creates folder with credits.txt
@bzt "Thank you, I'll probably do that. Or maybe I'll just go with a symbol-less version (I never intended to suggest this is a Playstation-only engine, and I don't want to suggest it is Xbox-only either, so probably the symbol-less will be the best)."
problem with symbol-less is how will anyone know what buttons are what? i imagine you wrote / intend to write your own gamepad parsing code. i am only familiar with how sdl lib does it, but i believe the actual identifiers for buttons are "povhat n e s w" for dpad and "1 2 3 4" for the face buttons in a backwards z shape starting from the south face buttons. that might be a good compromise? i dunno. i understand that ppl making games with tirnanaog will put whatever they want there, but i would think the vast majority of them will want to use the abxy setup, as it is most used on pc.
i haven't really dove into tirnanog much, as i can't testrun anything i make with it. seems like trying to make something with it right now feels like an intellectual excercise than actually making something. i guess because my brain can't "see" what is made. it is something i am keeping an eye on though.
also this: i was unable to create a new project using the lpc package using the editor. it created the folder and teh credits files in my /user/myname/tirnanog folder but nothing else was extracted to that folder by tirnanog, and it did not recognize folder to open file. when i manually extracted archives content to same folder, i was able to open project and fiddle with it. win11.
how about some sort of community support forum for tirnanog in the future?
Thank you. Yes, I made all of them.
tracks 4 & 5 are probably the best songs i have ever made.
8 hours later
i don't think it's quite what you were thinking when you asked someone to "make a map with this stuff" but it turned out kinda nifty i think.
@Emcee Flesher: challenge accepted.
awesome.
and i don't use a download manager.
i will give it a test run in the morning.
on my browser the page https://bztsrc.gitlab.io/tirnanog-editor/
links to https://gitlab.com/bztsrc/tirnanog-editor/raw/binaries/tnge-i686-win-sta... from the download button
the 1.0rc binary i downloaded from https://gitlab.com/bztsrc/tirnanog-editor/-/blob/binaries/tnge-i686-win-...
only difference in the two urls is "/raw/" vs "/-/blob/"
raw gives me 1.0beta, blob gives me 1.0rc. still. just now. 2 minutes ago.
and with this binary which was not on your website but found through gitlab, with verbose
https://youtu.be/mJkos7CVYs4
i just repeated the whole process. downloaded this morning at 4:30 am from your website.
https://youtu.be/ilDiNVYDZ_A
same result
quite frankly i think editor icons are fine as is. "consistent looknfeel" is less important than "game making tool that actually makes games" at this point.
i just downloaded the binary right before i reported what happened, so it was newest.
here is a screengrab of what happens after creating new project, with cmd running editor in /v
it creates folder, extracts credits.txt and tnge closes. if i manually extract rest of lpc folder into the created project folder, i can open it and edit it, but new project only creates folder with credits.txt
@bzt "Thank you, I'll probably do that. Or maybe I'll just go with a symbol-less version (I never intended to suggest this is a Playstation-only engine, and I don't want to suggest it is Xbox-only either, so probably the symbol-less will be the best)."
problem with symbol-less is how will anyone know what buttons are what? i imagine you wrote / intend to write your own gamepad parsing code. i am only familiar with how sdl lib does it, but i believe the actual identifiers for buttons are "povhat n e s w" for dpad and "1 2 3 4" for the face buttons in a backwards z shape starting from the south face buttons. that might be a good compromise? i dunno. i understand that ppl making games with tirnanaog will put whatever they want there, but i would think the vast majority of them will want to use the abxy setup, as it is most used on pc.
i haven't really dove into tirnanog much, as i can't testrun anything i make with it. seems like trying to make something with it right now feels like an intellectual excercise than actually making something. i guess because my brain can't "see" what is made. it is something i am keeping an eye on though.
also this: i was unable to create a new project using the lpc package using the editor. it created the folder and teh credits files in my /user/myname/tirnanog folder but nothing else was extracted to that folder by tirnanog, and it did not recognize folder to open file. when i manually extracted archives content to same folder, i was able to open project and fiddle with it. win11.
how about some sort of community support forum for tirnanog in the future?
Pages