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> Phlegm, GM Level Editor
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MegaTailzChao
Posted: Apr 8 2008, 07:36 PM
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So long, and thanks for all the fish.
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Just curious, will you make a way to permanently lock levels once they're finished if you release it? Because I wouldn't really want to use it if people could just change the level to get past something. :/

Also will it support custom objects?


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Guinea
Posted: Apr 9 2008, 02:44 AM
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QUOTE (MegaTailzChao @ Apr 9 2008, 01:36 AM)
Just curious, will you make a way to permanently lock levels once they're finished if you release it? Because I wouldn't really want to use it if people could just change the level to get past something. :/

Also will it support custom objects?

1) I'm trying to do my best to make it rather save. The first step in that direction was to use a binary system which makes it impossible for beginners to change anything, because they couldn't read it.
Next will be some encryption and I will also try to add some hash-operation or something similar to keep the plv levels locked to their respective game and position in it.
Also thinking about a kind of password lock.

2) Phlegm, if implemented in your game, allows for every object in your engine to be used. As it is only a level editor for the maker of the game, I guess you can do custom objects easily, because you have the gm6/gmk of this game.
All that is needed to make Phlegm use all of its features is some little changes to SOME objects, e.g. to make it easier to support code or something.
But you will see yourself once I release this early beta.
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Guinea
Posted: Aug 8 2008, 04:27 AM
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*bump*
The work on Phlegm has been picked up again.

It's very possible that it will go open-source one day, because it's a bit more userfriendly now and more things are on the run.

Phlegm can now:
- change the grid size to any size you want.
- add integer or string arguments to objects (instead of code, which was removed for security reasons)
- support negative numbers.
- and has received a little performance plus. (it IS little, barely noticable, but still)

What is planned (and has plans on how to do it):
- Password encryption
- Make the thing more userfriendly


perhaps, a beta will be available for NCFC.
I'm still open for suggestions.
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DR. Demon Lizardman
Posted: Aug 8 2008, 04:52 AM
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No comment
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Sounds great, can't wait.


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OniLink10
Posted: Aug 8 2008, 05:09 AM
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Yay!


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QUOTE (Xgoff @ Sep 10 2009 @ 06:11 PM)
did you try hello's engine

make sure to not ****ing change anything before using it!
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Guinea
Posted: Aug 8 2008, 08:56 AM
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Yey!
Password encryption finally works! And it also improved the performance of the loading time compared to the old encryption system.
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OniLink10
Posted: Aug 8 2008, 12:52 PM
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QUOTE (Guinea @ Aug 8 2008, 06:56 AM)
Yey!
Password encryption finally works! And it also improved the performance of the loading time compared to the old encryption system.

W00T! Can we see the insides of an encrypted file?


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QUOTE (Xgoff @ Sep 10 2009 @ 06:11 PM)
did you try hello's engine

make sure to not ****ing change anything before using it!
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Ziso
Posted: Aug 8 2008, 12:55 PM
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Should I be concerned?
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This is a really good engine, but it lags sometimes on my computer.


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Guinea
Posted: Aug 8 2008, 12:56 PM
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QUOTE (OniLink10 @ Aug 8 2008, 06:52 PM)
W00T! Can we see the insides of an encrypted file?

Uhh.. sure.
CODE
o s
kc
ajܫncosjc]nn٣``Srponak?okec>kbgk:bdos1dlwo3ltsn;tprjCpona?okec>kbgk:bdos1dlwo3ltsn!;tprj3CponaK?okecs>kbgk:bdos1dlwo

don't even try to uncode that... it's taken from the middle of the file and even if you knew the password, you'd not know what that is.

EDIT:
Ziso, this topic is not about gnome, but about Phlegm. But thanks anyway.
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OniLink10
Posted: Aug 8 2008, 01:11 PM
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QUOTE (Guinea @ Aug 8 2008, 10:56 AM)
Uhh.. sure.
CODE
o s
kc
ajܫncosjc]nn٣``Srponak?okec>kbgk:bdos1dlwo3ltsn;tprjCpona?okec>kbgk:bdos1dlwo3ltsn!;tprj3CponaK?okecs>kbgk:bdos1dlwo

don't even try to uncode that... it's taken from the middle of the file and even if you knew the password, you'd not know what that is.

EDIT:
Ziso, this topic is not about gnome, but about Phlegm. But thanks anyway.

Wow, that's hard encrypting! I found this in the middle though: k
LOL


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QUOTE (Xgoff @ Sep 10 2009 @ 06:11 PM)
did you try hello's engine

make sure to not ****ing change anything before using it!
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blackcat12
Posted: Aug 9 2008, 01:33 PM
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I see you
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This is looking awesome!


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Guinea
Posted: Aug 10 2008, 09:39 AM
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Phlegm is now handling Tile Layer lists (similar to GM's editor) as opposed to the previous directly saving of the layer with the respective tile which would either limit freedom or filesize.
- You can have a list of tile layers (between + and - 28800).
- You can add new layers.
- You can change the current layer.
- You can delete the current layer.
Basically all the things you could do with GM's editor.
And again, I'm open for suggestions.
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Guinea
Posted: Aug 11 2008, 03:15 PM
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And again a day has passed and I'm glad to say that Phlegm now supports LGM's defragmentation!
Since *.plv files just save the id of the object, they are somewhat "immune" to Lateral GM's defragmentation and so if you defragged ids, you'd automatically lose all your previously made plv files.
But that's history. To convert plv files:
- Create a list of your objects and backgrounds (names and ids) in the old version.
- Defrag the ids with lateral GM.
- Add a list of your new object ids to the list of the old object ids (and backgrounds of course) It will check the new names and put the new id next to the old id, so it can be called later for further reference.
- Convert your plv files.
- Enjoy.

I still need to implement those functions in the GUI, because I converted my test maps by executing the functions in Debug Mode yet smile.gif
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OniLink10
Posted: Aug 11 2008, 04:10 PM
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QUOTE (Guinea @ Aug 11 2008, 01:15 PM)
And again a day has passed and I'm glad to say that Phlegm now supports LGM's defragmentation!
Since *.plv files just save the id of the object, they are somewhat "immune" to Lateral GM's defragmentation and so if you defragged ids, you'd automatically lose all your previously made plv files.
But that's history. To convert plv files:
- Create a list of your objects and backgrounds (names and ids) in the old version.
- Defrag the ids with lateral GM.
- Add a list of your new object ids to the list of the old object ids (and backgrounds of course) It will check the new names and put the new id next to the old id, so it can be called later for further reference.
- Convert your plv files.
- Enjoy.

I still need to implement those functions in the GUI, because I converted my test maps by executing the functions in Debug Mode yet smile.gif

Heheh, LGM can only save in GM6 Format to prevent Lawsuits. :P


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QUOTE (Xgoff @ Sep 10 2009 @ 06:11 PM)
did you try hello's engine

make sure to not ****ing change anything before using it!
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Guinea
Posted: Aug 11 2008, 04:14 PM
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QUOTE (OniLink10 @ Aug 11 2008, 10:10 PM)
Heheh, LGM can only save in GM6 Format to prevent Lawsuits. :P

And the problem is? You can still take the gm6 and save it as gmk with GM7. (which I did) works great. The game loads a bit faster now and Phlegm also has better performance.
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mr.mario
Posted: Aug 11 2008, 06:31 PM
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and you people thought Mugen coded in GML would never work
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say, Do you think you could get this to load external tiles? If you do this would be awesome for Gmugen, that would make level making ALOT better then it is (right now you just load static backgrounds and define where the floor is) but with this you could add platforms and stuff, if this goes open source, I plan on using it


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Gmugen: here
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OniLink10
Posted: Aug 11 2008, 06:42 PM
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QUOTE (Guinea @ Aug 11 2008, 02:14 PM)
And the problem is? You can still take the gm6 and save it as gmk with GM7. (which I did) works great. The game loads a bit faster now and Phlegm also has better performance.

I'm saying that's probably why PHLEGM didn't work with the LGM Defragged Sources Before. XD


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QUOTE (Xgoff @ Sep 10 2009 @ 06:11 PM)
did you try hello's engine

make sure to not ****ing change anything before using it!
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orange452
Posted: Aug 11 2008, 09:14 PM
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...and brotha, I hurt people...
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so, you r saying, when you release the program, I can load my .gmk file onto this and it will show all my objects which then , I can place them the room of the room editer? SWEET!!!!!!!!!! I hate the gm's editor...


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Retriever II
Posted: Aug 11 2008, 11:08 PM
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Looks like you're beating me to some of my to-do list. I should work on TL some more but I don't think there's enough user base left to make it worthwhile.


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Guinea
Posted: Aug 12 2008, 01:59 AM
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QUOTE (Retriever II @ Aug 12 2008, 05:08 AM)
Looks like you're beating me to some of my to-do list. I should work on TL some more but I don't think there's enough user base left to make it worthwhile.

Yours still looks more professional than mine. It'd be a pity if you canned it now after all that work you put in it. sad.gif
But you're right, there are not too many Clickteam programmers here, which sucks...



And, OniLink:
It didn't work because the plv files saved the *object/background IDs*.
When a gm file is defragged, all the IDs are changed, so when trying to load a plv file after defragmentation, the IDs are all wrong, regardless of weither you used gm6, gm7 or gm3.1.
It certainly had nothing to do with LGM's inability to save as gmk.

mr.mario:
I didn't think of external tiles yet. But Phlegm is a tool for the developper who is supposed to have the source at hand, not a kind of end-user level-editor, so I didn't see use for external tilesets. (while there's indeed games that use only external files to keep loading to a minimum, so yea, I *could* have thought of that.)
However, a solution would be to have a fixed tileset pattern and then custom tilesets would have to follow that pattern, so you could later load the tilesets but change them to the external sheet and since the tiles in both sheets are at the same positions, your final product won't be messed up.
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