In the part after it shows you how to make verbs, it says "Time to make a map"
It says:
"For most programs, adding graphic support is a massive chore. The facilities in Dream Maker, however, make this task quite simple. For our example, we'll just draw a couple of icons and put them on a map.
Create a project called maze through the New Environment... option. "
Aren't you supposed to just make a "Coding" file with that name, or are you supposed to make a "MAP" File named "Maze"
I tried making a map file, but there was no way you could input that code that they give you:
turf
floor
icon = 'floor.dmi'
wall
icon = 'wall.dmi'
density = 1
mob
icon = 'player.dmi'
If you create a new environment like they tell you to (In the guide) Then that makes a whole new project, not adding to the list that you have currently.
Are you supposed to make a new File object on the list like I originally thought? If so, how do you?
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ID:271332
May 1 2007, 1:32 pm
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The guide isn't assuming you already have a project open, and so it's telling you to make one entitled "Maze", therefore it tells you to make a new environment. If you already have a project for which you want to add a map, just press File, New, and select Map File (.dmp). The coding that it then gives you goes in the .dm file.
The guide isn't telling you to make a new .dm file, since that would be constructed when you make the "Maze" environment. |
In response to VegJed
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But it originally tells you:
Create the "hello" project by selecting New Environment... from the File menu. This prompts for a directory in which your project will be stored. Enter "hello" as the desired directory. This creates a new directory called "hello", which now contains the hello.dme environment file. Notice that hello.dme also appears in the file tree displayed on the left side of the screen. All files in the environment directory are listed there. Let's put the code for this project in a separate file. Select New File... from the File menu. Choose Code File for the type, and enter "hello" for the name. This creates a file called "hello.dm" in the environment directory, and a corresponding listing in the file tree. The checkbox next to it indicates that the code in hello.dm will be included in this project. The hello.dm file is now ready for editing. Type the following code. (Make sure the first line is not indented, the second is indented once, and the third is indented twice. It is easiest to use tabs for the purpose.) Meaning you already would have a project open at the "MaP" phase. So if I already am doing a project, just create a Map file? So where do I put the map code at? Cause a map file doesn't have a code imput place. |
In response to Shadow_Soul_16
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The map itself is edited visually, via point-and-click.
Hiead |
In response to Shadow_Soul_16
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Meh, I'm guessing the creators of the guide deemed it unwise to create a maze in their hello environment, so they made a maze environment instead for it. Anyways, not important.
If you are making the map in your hello file, you put the code for the map where you put the hello world code and all the other code that you've written. Or, if you want to, you can make a new Code File (.dm) and put the turf, etc. code in there. After that, follow steps 3-7 of The Amazing Mapper, and you're done. |
In response to VegJed
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Ah thanks.
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In response to Shadow_Soul_16
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I'm trying to "Import" a icon/player, so how would I go about doing so? Which kind of images does DM handle? IMG, IPN, JPG, wha?
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In response to Shadow_Soul_16
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Currently BYOND supports: PNG, BMP, and DMI images.
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In response to Nadrew
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It said:
Your image isn't 32x32, and then it shrunk my image.. making it all "Bunched" up, but most of the games i've played have gigantic images.. How do I avoid this? And B, I created a map image, and when I click "Run" nothing shows up. |
In response to Shadow_Soul_16
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?
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In response to Shadow_Soul_16
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Of course you can't put an image that's larger than 32x32 into the DMI file.
What you can do, is assign an image to an object type. turf Otherwise, you'll have to chop it up and THEN import them, once they're the proper size. |
In response to Keeth
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So.. the Login file is what type?
Script, Code, Map, Icon, what |
In response to Shadow_Soul_16
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Its a code.
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In response to Shadow_Soul_16
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Uhh.
turf // { Game Login Screen.png would be an image in an included directory. |
In response to Keeth
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I tried everything and I can't get the login screen to show up.
Here's what I Did: Environment (Game): "Charmed: Life's a Witch" Code File: Hello Codes: mob Login() world << "Welcome players, to the world of Charmed. Here you will choose your path.Either you fight demons in the name of good, or you become one, and kill innocents and fight witches. The choice is yours." mob verb smile() world << "[usr] grins." giggle() world << "[usr] giggles." cry() world << "[usr] cries \his heart out." happy() world << "[usr] is giddy with joy." sad() world << "[usr] is upset." OMG() world << "[usr] Oh...My...God." Confused() world << "[usr] says: What the hell.." Whatever() world << "[usr] doesn't care." Anger() world << "[usr] face goes red in fury." mob verb say(msg as text) world << "[usr] says, [msg]" turf floor icon = 'floor.dmi' wall icon = 'wall.dmi' density = 1 mob icon = 'player.dmi' turf login icon = 'Game Login Screen.png' Then: Floor.Dmi (Icon file) Has a grass picture Wall.dmi (icon file) has a wall design Player.dmi (Icon file) has a "Movie" format of a character sprite, with a character facing: "North, west, south, east" Map.DmP (is a map design) Maze.Dmp (is a map design) Then I have: Game Login Screen.Png: with a login screen design, but for some reason it didn't open the game. What's wrong? |
In response to Shadow_Soul_16
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You're overriding the original Login procedure, which means you aren't being transfered to the map.
mob/Login() |
In response to Keeth
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Um.. I don't understand please rephrase..
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In response to Shadow_Soul_16
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In this line:
mob You are overwriting the Login() proc. You are making it only say "world << ...", and nothing else. Calling "..()" makes it do what it would normally do, so when you add the "..()" it will do the stuff it normally does. mob Proc are commands. Some of them you create from scratch, many of them are already made, waiting to be used. The premade ones can be overwrote, such as your "Login()". Login() is built into the system to do certain things when a player logs in. But in this case, you told it to do something else, and didn't tell it to do its normal stuff, which is what ..() does. |
In response to Danial.Beta
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So having the "World" thing in there stops the login phase?
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If it says to create a new project, create a new Environment (.dme); it is what ties together your code, icons, sounds, and maps. When you have the new environment opened, you will want to add the files needed for what you're making, and I'm assuming that in this case you are to create new files. Since you aren't to be programming inside the .dme file, go to File > New and create a new code file (.dm). The code for the project goes inside this code file (in larger projects, it may be split into many code files). You will create your icons and maps in the same manner.
Hiead