Thursday, June 26, 2014

FMod - Further Wizardry

Wow, the New File Wizard is turning out to be a very challenging thing to implement. Today, I added a lot more of the necessary steps to the wizard, finishing the advanced settings and moving into the normal (easy for the user) configuration. All the new features I want to add are requiring a lot of new options.

The temporary CreationInfo substructure in the file config now uses an enumeration for the initial source instead of just a dump vs. open Boolean; it will eventually allow creating a blank level set in that format, which is easy for me to implement because they all accept the same type of individual level file. The GraphicsFiles structure has fields to hopefully support loading tiles from bitmaps.

Here are the new screens:
Configure tile counts and infoplane allocation, default for Keen Dreams (advanced)
Choose the dependency file's directory
Choose how to start the level project (the dump option only appears if using a template that supports it)
Choosing names of level resources
In that last screen, the names of the resource types change depending on the type of levels. (For example, had "TED5 MapTemp" been selected on the Level Format screen, "GameMaps" would be "MapTemp.") Of course, the MapDict row disappears when not using a level format that requires it. File existence checks are only done if starting from existing files.

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