ID:153846
 
I'm not very good at code, but I came up with a cool idea. I dunno if it's been done before or not, but I'm going to post this message anyway. Wouldn't it be awesome if the owner of a game could make a mapmaking code for all his GM/Admin and then let the GM/Admin load it up by themselves? I think I've heard of Ebonshadow having something where you can read savefiles from anywhere, wouldn't you be able to do this with Maps? It would make mapmaking a lot easier and the game owner wouldn't have to load up all the maps by him/herself all the time. How would you ever go about doing this? I'm completely left in the dark on this one. :p
Proelium does this. =P
In response to Hanns
I could use some code like this. :p
In response to Kijokiha
So nice arnt they :)
Kijokiha wrote:
I'm not very good at code, but I came up with a cool idea. I dunno if it's been done before or not, but I'm going to post this message anyway. Wouldn't it be awesome if the owner of a game could make a mapmaking code for all his GM/Admin and then let the GM/Admin load it up by themselves? I think I've heard of Ebonshadow having something where you can read savefiles from anywhere, wouldn't you be able to do this with Maps? It would make mapmaking a lot easier and the game owner wouldn't have to load up all the maps by him/herself all the time. How would you ever go about doing this? I'm completely left in the dark on this one. :p

Yep in my Racing Game I load up the maps at run time and have a seperate editor. So Foomer can make makes and I don't need to recompile.

All you have to do is come up with some sort of file format to store your maps in, build an editor, have the editor make the files using this format, and finally have the game load them up.

LummoxJR's SwapMaps lib does this so you can check out the source to that if you want.
In response to Theodis
Theodis wrote:
Yep in my Racing Game I load up the maps at run time and have a seperate editor. So Foomer can make makes and I don't need to recompile.

I might add that a good way to organize such a project would be to put all the turfs, objects, etc. in one (or several) DM files by themselves, where they can be used by both the game and the map editor. That way any new things you add are reflected in the map editor automatically.

All you have to do is come up with some sort of file format to store your maps in, build an editor, have the editor make the files using this format, and finally have the game load them up.

LummoxJR's SwapMaps lib does this so you can check out the source to that if you want.

SwapMaps would be an excellent format for storing custom game maps like this. In fact it's ideal, because the implementation of SwapMaps allows you to load any number of your maps as templates, so you could have a single session host several games on different z-levels (not unlike how Kwijibo has different game rooms). By design, you can even take one of the maps from a game in progress, give it an ID, and save it, so you can resume a game later.

Lummox JR
In response to Lummox JR
I might add that a good way to organize such a project would be to put all the turfs, objects, etc. in one (or several) DM files by themselves, where they can be used by both the game and the map editor. That way any new things you add are reflected in the map editor automatically.

Problem there is, if you want people to have access to creating maps via a DMP interface (i.e. using BYOND's map editor), you have to include source files.

In those instances, it's wiser to make a source file containing nodes for every object type without any code whatsoever and include throwaway icons (i.e. the icons you use in the map editor are one-or-two-colour icons that look nothing like the more professional looking ones from the game). Then all you need is a single DM file containing the read and write procedures designed to load or save your map. Leaking a read/write proc isn't really all that dangerous; leaking all of your mob, obj, and turf source code is. ;-)