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« Forum Index < The Hannah and the Pirate Caves Board
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canadianstickdeath
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Tuesday, October 8 2013, 5:00 pm EST

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Since it was possible that the cave had multiple starting positions already (not just one of them hanging around), I had to go through and remove them all.

I saved the entire cave for each. I thought about just tracking the changes but it's like, I could also undo a huge copy/paste that completely changes the whole map and run out of memory that way if I was really determined. I think I limited to 10 open caves and 100 undos, but then I had to allow you to make bigger levels because of Fiddler. If you only have 1 cave open at a time, you can probably guess you'll be fine for memory. You might have to limit undos -eventually- (1000 changes sounds about right), but still. So you can run my program out of memory. When that happens, undo/redo stops working but other than that, everything seems to keep working fine?
krotomo
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Saturday, October 12 2013, 6:51 pm EST
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Captions - Basically being able to assign a caption to a certain tile, allowing people to remember what functions certain tiles create. This will help in building large, complex caves.
Jorster
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Sunday, October 13 2013, 1:16 am EST
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krotomo said:
Captions - Basically being able to assign a caption to a certain tile, allowing people to remember what functions certain tiles create. This will help in building large, complex caves.

So sorta like commenting in Coding. I like this


jebby
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Sunday, October 13 2013, 5:28 pm EST
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Jorster said:
krotomo said:
Captions - Basically being able to assign a caption to a certain tile, allowing people to remember what functions certain tiles create. This will help in building large, complex caves.

So sorta like commenting in Coding. I like this


I don't understand. Could you elaborate?

Something I would like to add is the ability to make custom templates that could be repeatedly used like existing tiles. For example, a triple-arrow wall could be added to the palette via some kind of designer and assigned its own hotkey or something. Then you could place  
Code:
>
>
>
  
many times with ease.
Jorster
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Sunday, October 13 2013, 6:12 pm EST
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I think kind of like adding a sticky note to a block of tiles, to tell you what the purpose of that block is.


Charlotte
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Sunday, October 13 2013, 8:08 pm EST

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Palette eh...??  so cavemaking is still an art to you?
jebby
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Friday, November 15 2013, 11:58 am EST
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Just an update to let you know that I haven't abandoned CaveGen. I may not be able to do any significant work on it for some time as I'm currently juggling a Masters' thesis, a group project and a load of courseworks and really can't justify working on anything else at the moment. Nevertheless, I'm still looking forward to getting my teeth into some of the new features, starting with Undo.

One feature that particularly enthuses me is the concept of a Simulation Mode. By this I mean a system that tells you what will happen when Hannah interacts with a certain part of your mocked-up cave. The simplest example of this to implement would be the trajectories from wooden dynamite crates - i.e. where will this dynamite land when receiving an impact from the left-hand side and which tiles will be affected? Holding a mouse over the left-hand side of that crate would produce a curved line coming out of the right-hand side and highlights around the affected tiles in the explosion range. Such a system could be extended to predict chain reactions with arrows and dynamite, though this would be pretty difficult and would require knowledge of precise values for the speed and behaviour of such objects. In other words, it would be a system for testing your cave without having to upload it. Uploading a cave is tedious and time-consuming (especially with the dodgy keyboard in HATPC) and the fewer times you have to do it, the better. Definitely a feature that you should expect to see a few versions down the line after I've ticked off more important items from my CaveGen to-do list.
kinectking
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Friday, November 15 2013, 12:52 pm EST

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Do you know if it'll get mac support or if it already has it (if it does how do I use it)?


Spoiler:
jebby
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Friday, November 15 2013, 5:02 pm EST
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kinectking said:
Do you know if it'll get mac support or if it already has it (if it does how do I use it)?


It only works in Windows, I'm afraid. Sorry! There may be emulators for Windows that you can use though (maybe Wine - try this link for help with that). I have no idea how well CaveGen would run on such an emulator.

EDIT: Lol, the Wiki page for Wine points out that Wine is NOT a Windows emulator. Just pretend it is.
Spoiler:
shos
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Saturday, November 16 2013, 4:10 pm EST
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I dunno if that is what kro meant but it gave me an idea - if it is then +1.

here it is:
you know how you can add notes in bulbs? like when you write a word document  you can mark the background of a word red and then it'll link you to notes at the buttom of the page or something.

so I thought something like that. for example: I have a boulder tile, so I click it, and I can add a 'text box' at it. add a square/16 -sized "A" sign on the top left corner or something so that when you click it you can see 'this boulder should be pushed twice to the left'.

opinions?


if I had that, I'd be able to recreate a real walkthrough for Imperio, I guess.

btw, imperio was pruned from neopets


soccerboy13542
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Saturday, November 16 2013, 4:59 pm EST
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i believe that was what kro was talking about


Livio said:
You know, I was thinking of getting an internship at Microsoft, but I'm not sure I want their lameness to rub off on me.
jebby
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Saturday, November 16 2013, 5:19 pm EST
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shos said:
I dunno if that is what kro meant but it gave me an idea - if it is then +1.

here it is:
you know how you can add notes in bulbs? like when you write a word document  you can mark the background of a word red and then it'll link you to notes at the buttom of the page or something.

so I thought something like that. for example: I have a boulder tile, so I click it, and I can add a 'text box' at it. add a square/16 -sized "A" sign on the top left corner or something so that when you click it you can see 'this boulder should be pushed twice to the left'.

opinions?


if I had that, I'd be able to recreate a real walkthrough for Imperio, I guess.

btw, imperio was pruned from neopets


What I could do is have a hotkey for adding tooltip-style annotations. So you could place your cursor over a tile, hold down some hotkey, drag a box to select a region of tiles and then type some text into a textbox. Then every time you mouse over that region, that text will pop up above it as a tooltip (like the tooltips for the palette in the current version). Could be a good way of giving guidance to players as you suggested, but could also be an aid for cavemakers by being a way of placing to-do notes when building a cave (e.g. "Move door here later."). The only challenge in implementing this is in storing the tooltip data somewhere so that these tooltip-filled caves can be given to other people. A possible solution could be to generate a separate file (probably XML) for tooltips with each line being a 5-tuple in the form:
<topLeftX><topLeftY><bottomRightX><bottomRightY><text>

A tooltip's region is defined by the first four elements.
jellsprout
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Saturday, November 16 2013, 6:10 pm EST
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Obviously Wine is not a Window emulator. It says so right in its name: Wine Is Not (an) Emulator.


Spoiler:
jebby
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Saturday, November 16 2013, 6:45 pm EST
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jellsprout said:
Obviously Wine is not a Window emulator. It says so right in its name: Wine Is Not (an) Emulator.


Yeah, I found that pretty funny.  
jebby
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Friday, December 13 2013, 9:00 pm EST
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New build here. This version finally brings the much-requested Undo button! Undo and Redo up to 100 changes! (arbitrary value - you could probably do a whole lot more on most modern machines). Please let me know if you encounter any bugs with this one as I had to jump through a few hacky hoops to get this feature to work properly (mainly when undoing changes related to Generate and uses of the Spike Digger). Hopefully, this makes CaveGen a little less painful to use.

Hotkeys are Ctrl+Z for Undo and Ctrl+Y for Redo.

Don't expect any other updates (besides any fixes for this one) for some time. I just happened to have some free time (i.e. at home pretending the work I should be doing doesn't exist) to add one feature and I figured this would be the most useful feature to add.
Isa
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Friday, December 20 2013, 10:13 am EST
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Downloaded on my new computer. Looks good and all, a lot of changes since I last tried it - but the program thinks it's 1.2.2, judging by what it says in the lower left

Spike Filler is super cool.

A suggestion - can you make a separate Right Click brush? Similar to how you select something with Left Click now, you can have a dual set of selections like in Photoshop and similar programs. One terrain brush, one eraser brush would be great.
jebby
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Friday, December 20 2013, 3:31 pm EST
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Isa said:
Downloaded on my new computer. Looks good and all, a lot of changes since I last tried it - but the program thinks it's 1.2.2, judging by what it says in the lower left

Spike Filler is super cool.

A suggestion - can you make a separate Right Click brush? Similar to how you select something with Left Click now, you can have a dual set of selections like in Photoshop and similar programs. One terrain brush, one eraser brush would be great.


Thanks for pointing out the version number fail - facepalmed pretty hard when I read that. Fixed and uploaded.

Are you using it on Windows 8? I developed it on there so it should look and perform at its best on that OS.

If I understand you correctly, you want to be able to choose one brush for left-click and one for right-click? Pretty good idea, though I left the right-click unmapped so that I could implement a custom pop-up menu when the right mouse button was clicked over a coordinate on the map. In hindsight, I probably won't be implementing anything like that, so a Right Click Brush is definitely something I could do, though I doubt it'll be for a while due to work. If I have any spare time, I'll see what I can do.  
Isa
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Friday, December 20 2013, 9:30 pm EST
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Windows 7.

Regarding brush - right on.
jebby
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Friday, January 9 2015, 6:34 pm EST
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I've begun porting CaveGen to the web. I figured it would be more accessible that way. It would no longer require an installer and would be available to those who don't use Windows. It also means I'm no longer constrained by WPF, which required me to use some dirty hacks to get most of the UI features of the original CaveGen to work. The HTML5 canvas gives me the freedom to draw all kinds of crazy stuff over the grid that I couldn't do before.

My vision is to have a website that serves as a hub for users to share their caves with each other. So all your CaveGen creations would be stored on the site and you'd have the option of making them public on some kind of gallery page. It'd be similar to the Interguild, but would have the level editor integrated and maybe a slicker presentation. Could add some bells and whistles like cave cover images, tagging, cave annotations, views and ratings, etc. Perhaps some features for easier cave collaborations.

I'm promising absolutely nothing. I'm just letting you know I'm working on it at this moment in time. I've wanted to move CaveGen away from WPF for a while - if I pull this off, I'll finally have the flexibility to move forward with some tastier features for CaveGen. Maybe no-one will use it. But I think it could be pretty damn cool and would look nice in my portfolio at the very least. I'll keep you guys updated when I have something worth showing.  
jebby
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Saturday, January 10 2015, 6:18 pm EST
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Got some ultra-crude drawing functionality working in Javascript.
jebby
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Friday, January 23 2015, 4:43 pm EST
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Added the palette.
shos
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Saturday, January 24 2015, 2:04 pm EST
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"hello world" - you're such a cliche programmer.


jebby
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Saturday, January 24 2015, 4:39 pm EST
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Quote:
"hello world" - you're such a cliche programmer.


I know. I'm a terrible person. But I only had about 5 minutes left in the day to post a screenshot so that's what you got. Anyway, working with the HTML5 Canvas has been a much smoother experience than the one I had building the grid in WPF. I can't work on this too often at the moment, but I hope to start hosting a public version with most of the commonly used features within 2-3 months. I'm aiming to have feature parity with the original version by summer so I can finally start adding some new features. I have some nifty ideas that I'm looking forward to playing with.  
jebby
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Friday, February 6 2015, 7:20 pm EST
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I've been playing around with Node.js and have hosted CaveGen on Heroku. It's useless at the moment due to not having a copy-to-clipboard button. I'm going to add that button, make the cursor visible and then embed some analytics so I can assess how people use CaveGen. Assuming anyone ever uses it. Should have a barebones version for you guys to play with in a few weeks. It ain't pretty.

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