New Built-In Editor

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New Built-In Editor

Postby rob » Mon Dec 02, 2013 8:45 pm

The engine now has a built-in editor that can be activated by adding the editor component to the ige instance via:

Code: Select all
ige.addComponent(IgeEditorComponent);


To access the editor, click the "Scene" button bottom-left and select an entity from the scene-graph tree.

Currently there is a basic transform panel for IgeEntity and fully developed panels for the IgeParticleEmitter class. This means that if you click on an object in the graph that extends or is an instance of IgeParticleEmitter you will see all the available options for customising that instance in the editor panels on the right.

Going forward this system will replace the ige_editor repo project but is still in development.

You can take a look at the ./ige/engine/components/editor/panels class file to see how panels are defined for classes allowing you to create custom panels for any class you create!

The roadmap for this system will include:

* Creating new instances of classes from the editor and placing them in the simulation
* Creating, painting and saving texture maps
* Editing and saving entire scene-graph definitions so that scenes can be WYSIWYG editied and then saved to a file for later loading
* Code view to see how your changes are being "coded" in the scene helping you to learn the IGE syntax and method usage

Please don't hesitate to ask questions, raise issues or suggest features in this thread! :)

Thanks!

Pic of editor panels for IgeParticleEmitter instance:

editorScreeny2.png
editorScreeny2.png (97.34 KiB) Viewed 36404 times
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Re: New Built-In Editor

Postby foolmoron » Thu Dec 12, 2013 1:41 am

Not sure if anyone else is getting this issue, but my Chrome crashes when Object.observe is called in IgeEditorComponent. Turns out that function is only available if you turn on the experimental javascript flag in Chrome (chrome://flags/#enable-javascript-harmony).

I'd prefer not to have that flag enabled while I develop, so that I don't accidentally use an experimental feature , but it's not a big deal. Thought I'd let you know.
Last edited by foolmoron on Thu Dec 12, 2013 4:30 pm, edited 1 time in total.
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Re: New Built-In Editor

Postby rob » Thu Dec 12, 2013 9:23 am

foolmoron wrote:Not sure if anyone else is getting this issue, but my Chrome crashes when Object.observe is called in IgeEditorComponent. Turns out that function is only available if you turn on the experimental javascript flag in Chrome (chrome://flags/#enable-javascript-harmony).

I'd prefer not to have that flag enabled while I develop, so that I don't accidentally use an experimental feature , but it's not a big deal. Though I'd let you know

The latest updates rely on that a bit but actually I will be reverting that section. It's not been useful as I would have hoped.

The editor is coming along nicely though I think. The select, translate and create tools all work now as well as new panels and scengraph buttons on the right.
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Re: New Built-In Editor

Postby foolmoron » Thu Dec 12, 2013 4:29 pm

Yeah I really like the tools and the layout, and being able to change textures from a list is awesome.

One thing I'm wondering is where all the stats went? DPT and such.
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Re: New Built-In Editor

Postby rob » Thu Dec 12, 2013 4:34 pm

Yeah they will be back shortly. Redesigned.
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Re: New Built-In Editor

Postby rob » Wed Dec 18, 2013 4:55 am

Latest editor news in dev branch:

* Editor now supports cell sheets and allows visually selecting a cell for an entity.
* New panel updates
* All the stats are back!
* New toggle buttons at the bottom-left
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Re: New Built-In Editor

Postby luke » Wed Dec 18, 2013 5:03 pm

The new editor is looking awesome, Rob.

Any future plans for an animation editor? Something that allows you to apply transformations to an entity on a timeline to generate tweens?

I know that'd be quite a big feature to implement. But wanted to ask out of curiosity.
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Re: New Built-In Editor

Postby rob » Wed Dec 18, 2013 5:21 pm

luke wrote:The new editor is looking awesome, Rob.

Any future plans for an animation editor? Something that allows you to apply transformations to an entity on a timeline to generate tweens?

I know that'd be quite a big feature to implement. But wanted to ask out of curiosity.

Absolutely. Basically I'm aiming to take the ease of the flash IDE into HTML dev, timeline included.

At the moment I'm focussing on the core helpful feature of being able to load, edit, paint and save tilemaps and texturemaps. Today I'm also finishing the sprite sheet generator to allow drag-drop creating of a sprite sheet image from multiple individual image frames. Most texture packers available assume you want to save all the space you can but sprite sheets require uniform placement with their whitespace intact to animate across frames.

Although I've not announced it yet, I've also completed a really important bit of code... the ability to save and load an entire scenegraph. I have plans to generate a compressed format that is JSON compatible similar to the networking system's token replacement system for saving large amounts of scene data into a file.

If you want to try it out, load the 1.1.0-startup example and go to your console and type:

Code: Select all
a = JSON.parse(JSON.stringify(ige.$('fairy1').objSave()));


This uses the new objSave() method to grab the object data, stringifies it, then parses it (to simulate saving to a json text file and re-loading it).

Then do:

Code: Select all
ige.$('fairy1').destroy();


That will clear the scene, then we can load the fairy and it's child entities back into the scene from our saved JSON via:

Code: Select all
ige.$('baseScene').loadGraph(a);


Magic. This hasn't been super-crazy-scene-tested yet though so it's still an alpha feature. The best thing about this is it works on all classes, even custom classes you've written yourself.

This is as you an probably imagine the most important feature of an editor so getting this working was kinda step-1 in the editor's development. :)
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Re: New Built-In Editor

Postby luke » Wed Dec 18, 2013 5:40 pm

Just pulled down the latest and did exactly that...this is awesome. This is moving quickly towards closing that gap between Flash and HTML5 development.

We plan to update CasinoRPG to the latest ige version after the Holiday season. These new features are really going to help accelerate our workflow.

Keep up the awesome work! And thanks for it!
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Re: New Built-In Editor

Postby rob » Wed Dec 18, 2013 5:46 pm

luke wrote:Just pulled down the latest and did exactly that...this is awesome. This is moving quickly towards closing that gap between Flash and HTML5 development.

We plan to update CasinoRPG to the latest ige version after the Holiday season. These new features are really going to help accelerate our workflow.

Keep up the awesome work! And thanks for it!

Great :) :) Having you guys test in a production game is immensely helpful. How is the game going? Have you reached the user levels you hoped for?

Did you see the breaking changes announcement for the dev branch? Entities can now handle being isometric AND have textures without all that container nonsense. I've rationalised the IgeEntity class to do it so some breaking changes were needed. Nothing spectacular though, all easy search and replace stuff: viewtopic.php?f=8&t=98
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