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This repository was archived by the owner on Jul 28, 2018. It is now read-only.

Releases: inkyblackness/deck

v0.5.0 - Level Object Editing!

10 Apr 20:06
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This release allows modification of level content - the level objects - in shocked-client! Add new objects, change their properties, and remove objects from levels.

Modification of object properties covers most of the currently known (documented) properties. Some more complex properties are still only handled as arbitrary numbers. Their handling will come at a later point.

Also, starting with this release, user documentation for the editor will be written, and extended, here: https://github.com/inkyblackness/shocked-client/wiki

inkyblackness-v0 5 0

v0.4.3 - OpenGL fix (second)

19 Mar 18:47
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Another graphics card driver was found not accepting deprecated "attribute" and "gl_FragColor" identifier. The OpenGL shader code has been rewritten to use the newer in/out syntax.

v0.4.2 - OpenGL fix

17 Mar 17:10
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One case was reported where window creation did not succeed for the editor (shocked-client). According to the logs this appears to be a problem related to the shader compilation.

Shader code has been modified to match the requested OpenGL version (3.2 core), and error reporting has been made a little better for these cases to pinpoint any furhter issue.

(v0.4.1 was skipped due to tagging error)

v0.4.0 - Editor fully self-contained

15 Mar 21:21
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This release covers two major points:

  • Editor is now fully self-contained; Both in terms of user-interface, and in terms of loading the data
  • Object property display

The separation of a graphical display and a text-based control did not work in the long run. A simple support for controls (such as labels, buttons, combo-boxes) was created and then hooked up for interacting with the editor.
This makes it much easier for the user (mouse-only interaction), and also allows for better representation - best seen with the texture selection for instance. Future additions may also have direct interaction with the map.

The browser support was dropped in this release. On the display side, performance was dropping and having a server/client concept for the editor at this stage was not necessary. This point also dips into the next point: Dropping the server/client concept alltogether.
Putting the access to the resources into the editor makes it a standalone application. This integration also drops the support for "projects" - i.e., handling multiple editions at once. The application is now started for one set of files, and these are worked on.

Finally, many of the properties of level objects were documented meanwhile, and the editor can display most of this information. At the moment, this is just a rudimentary display of numbers. Further iterations will allow to modify them.

inkyblackness-v0 4 0

v0.3.0 - Object display

10 Sep 13:26
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This release is the first to address level objects and their management. The basic level object structure has been documented, acting as a basis for object addition/removal.

As a proof-of-concept, shocked-server exposes an endpoint with which to add simple objects to the level. Since several object properties, especially those of critters, haven't been fully identified yet, spawning such items may create inert objects. (Spawning objects is not yet available in the editor client.)

On the editor client side, objects are now shown in the level using their repsective icons. The screenshot shows this feature for both the browser (top) and the native client (below).

The feature of object display is still being worked on. Currently the display causes a noticable hit on performance, especially in the browser variant.

inkyblackness-v0 3 0

v0.2.1 - Hotfix: Levels wouldn't allow texture display/editing

18 May 19:46
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Thanks to a late bug, levels of the regular resources would all be considered to be cyberspace and not display textures nor provide texture modification controls.

This has been fixed.

v0.2.0 - With the power of OpenGL

18 May 17:03
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This release addresses the concerns raised from the previous release (see list here).

It also contains a bug, fixed in a later release. Please refer to v0.2.1 (or later) for the binaries.

User Interface

The biggest visible change is the interface itself: Instead of an exclusive browser (HTML-based) client, there is now also a native client. Both clients share the same codebase and have a similar user interface. The performance has been drastically increased by using OpenGL (WebGL) for the tile map display.

The OpenGL implementation provides further benefits: Zooming and palette animation came easy as added bonus.

The control interface itself is not the best solution and will have to suffice for now until a better interface has been designed.

Additional

  • The source archives of the release contain now the actual source
  • Server can modify files in-place of installed game - as a separate option
  • Server (and client) can communicate via different addresses, if required

There are no new editing capabilities; The texture display the previous version had has been dropped for now and texture selection for levels is now via ID only - adding to the clumsy state of the control interface.

The following screenshot shows the two clients; At the top the browser client, below the native client with the text and OpenGL windows:
screenshot_v0 2 1
(This screenshot has been created with v0.2.1)

v0.1.0 - First Life

26 Mar 21:26
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InkyBlackness has its first release!

As it so happens, it even coincides with the release date of the game itself - only a few years later :)

All in all, this release is primarly to get the whole chain going - See how a possible release sequence can work and test waters with acceptance. There is not much that can be done what isn't public already (import/export of resources for instance).

Although, the map editor can actually edit maps - basic properties of tiles (such as heights, types and textures) can be changed. Because no objects can be modified, only static maps can be created - still, something to experiment with.