On Feb 20, 2008 2:40 AM, Ralph Versteegen <[EMAIL PROTECTED]> wrote: > On Feb 20, 2008 4:39 AM, S'orlok Reaves <[EMAIL PROTECTED]> wrote: > > > I'm pretty sure there's multi-OS (gtk I think?) > > > ways to build a > > Yes, GTK for the C++/C# style developer > > Also, SWT for Java developers (or Swing, if you > > want...) > > And Python has bindings in QT, which is multi-OS > > > > > more open licensed (MIT for example) > > I like the Apache License myself, but I think it's not > > necessary to go so far. The GPL has been getting a lot > > of bad press lately, but it's pretty fair, if you > > think about it. > > > > > > > > Jormungand is officially dead (pity, I think a > > > replacement for Custom would have been wonderful) > > Actually, I think CUSTOM shows its white hair the > > worst. You all might consider replacing that, before > > replacing GAME. If you could make CUSTOM somewhat > > extensible, then the 3rd party tools could start off > > as "plugins" and eventually be integrated into the > > main program. > > I agree that Custom is most aged. In my opinion, it's not all that > user friendly either (not a single bit of help anywhere!), though I'm I think I should point out, custom's consistency is very user friendly and is something that it would be very important to preserve in any changeover to GUI. Custom has a 'everything is a menu item' paradigm, and any GUI should have a similarly approachable unifying paradigm.
> not sure how much that has changed in the last.. 3 years. Plugins > would be cool, for the second time I'm making a custom extension to > the map editor, and have to the sprite editors in the past. But > realistically, patches and integration into code would be > sufficient/easier/best. > > > > > A word about Python. The main resons it's so > > attractive are: > > 1) It's fairly easy to code in, and fairly readable. > > 2) You can link in C/C++ code to speed things up where > > necessary. > > 3) You can distribute it WITH a Python interpreter, > > and can even "half-compile" it if you want to. > > > > Why exactly did Jormungand die? Is there source of any > > quality from that project? Some of it. The stat curve widget code is probably something you can reuse*, and the i/o is reasonably well organized IIRC. I feel the approach to bitsets was sensible, although it effectively required the user to draw some icons as well as renaming elements/etc, in order to have the very quick/intuitive access to bitsets that it provided. I consider the tabbed approach also as sensible -- individual floating windows for subsections just strikes me as a pain in the ass. multiple 'toplevel' windows is more sensible to me, so you can have two of them and compare between whatever you want -- between the same properties of different enemies, or between the elemental attributes of an attack and an enemies' elemental attributes. * in retrospect I would have better generalized it to spline drawing, which would have been faster and accurate enough, with more flexibility. > > Because Neo doesn't have time to spend on his OHR projects, I gather. > > I would be tempted to see if Jormungand could be picked up and > continued, if I knew Python. The game player half would have to be > scrapped to make the project realistic. Yes. I constantly kept encountering problems because I was trying to make my structures usable for both the editor and player (code duplication, aargh!). If I was going to redo it, I would probably make the game data structures as mainly a transformation of the editor data structures, and thereby avoid duplicating i/o) > > > > > > > -->Seth > > > > multi-task much more easily. Imagine how much easier it'd be if you > > could pull up all the tag names in one window while editing a hero's > > tags (or anything else that requires tags). > > Darn, forgot to mention that you can now (thanks to James) press enter > on tag fields to go to the tag browser to pick a tag. I think it works > everywhere. Linking like this can make the editor pretty usable, but I > still wish for a gui. > > TMC > > _______________________________________________ > Ohrrpgce mailing list > ohrrpgce@lists.motherhamster.org > http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org > _______________________________________________ Ohrrpgce mailing list ohrrpgce@lists.motherhamster.org http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org