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Active Forums => Programs => Topic started by: SMcNeill on August 25, 2018, 02:27:50 am

Title: Game Maker 64 (GM64)
Post by: SMcNeill on August 25, 2018, 02:27:50 am
After all this talk about map editing, map making, and such, I've finally decided to toss my hat into the ring and start working on a passable Game Map making program.

Attached is the start to my effort, but it should illustrate the interface and how things are going to work and interact for us, as development continues.  Feel free to take a look at it, and tell me if it seems intuitive enough to work with, and feel free to offer suggestions as to what features you'd like to see it support as development progresses.  ;)

(GM64.BAS is the file you'd want to compile and run, to test everything out.)
Title: Re: Game Maker 64 (GM64)
Post by: johnno56 on August 25, 2018, 02:51:06 am
Looks good so far...  What size 'game' screen will you focus on? 640x480, 800x600, variable?

J
Title: Re: Game Maker 64 (GM64)
Post by: Petr on August 25, 2018, 07:48:44 am
Hi Steve,
 It looks good, but I miss one thing in the TYPES.BI file. I would call it a flag. This would determine what the object is in the range of X1, Y1 and X2, Y2. Another thing that is missing is the map shift. But I look in the program and found by line 90 that this is not yet programmed. I'm wondering how you're going to deal with it, maybe you'll find a better solution than me. Instead of a fixed range loop on line 116, I would give the variable FOR X1 = RangeStart to RangeEnd, the same for Y. RangeStart will be at base 0, RangeEnd will be 29 (as it is now) but after pressing the button these values change and thus will redraw the whole map. (I know the block is not for drawn at line 92++, but for the mouse is being watched).
Title: Re: Game Maker 64 (GM64)
Post by: TempodiBasic on August 25, 2018, 11:32:46 am
Hi Steve

a fine and good idea,
the aspect is professional (colors, window dimension, fonts, buttons)
the few functions coded are working good (set H, set W, set Name of map, Exit button)
.....
waiting developing...
Good Coding
Title: Re: Game Maker 64 (GM64)
Post by: TerryRitchie on August 25, 2018, 04:01:32 pm
Woohoo! Looking forward to this. Every time Steve has gone gung-ho on a library in the past it has turned out very well.
Title: Re: Game Maker 64 (GM64)
Post by: SMcNeill on August 25, 2018, 08:50:24 pm
An update for those who're interested in this little project of mine.

Corrected X/Y map size buttons (they were reversed).
Map now tracks and works with coordinates greater than (0-29), (0-29).
Added a set of buttons to set Tile Height and Width (so we can designate the map 32x32, 64x64, or any other size for the tileset that we want to use with it).
UI now displays coordinates for which tile the mouse hovers over.
You can now select a tile.
You can now select multiple tiles, by holding down CONTROL while clicking them.

*********************************
*********************************

I'm actually quite proud of the tile selection routine here; sorting it out was a little more complex than I first imagined it to be . 

Controls, and all, should (hopefully) be rather intuitive, so feel free to test it out and let me know if anything fails to perform as it should, or if it's not working as you'd imagine it should.

Next update should be:
Shift-Click to select a square region of tiles.  (Click on (0,0), then hold  shift and click on (29,29), and every tile on screen will be selected for working with.)
Ctrl-Shift-Click should select a whole square region, while preserving the existing selection set.

Once tile selection is finished, things should move along smoothly as I can then add buttons after that point to set the graphic to display on that tile, set walk/swim/move tiles, and other such things...

All-in-all, I'd say things are moving along nicely, so far.
Title: Re: Game Maker 64 (GM64)
Post by: FellippeHeitor on August 25, 2018, 09:00:36 pm
Looking good, Steve!
Title: Re: Game Maker 64 (GM64)
Post by: Dav on August 25, 2018, 10:30:40 pm
Hi Steve!  I'm trying GM64 out too.  Seems like a solid start.   Runs OK.  Screen size is a little too big for my laptop setting here (I can go only 768 max height), but I can live with it, just the message box cuts off.
 
- Dav
Title: Re: Game Maker 64 (GM64)
Post by: SMcNeill on August 25, 2018, 10:39:03 pm
Hi Steve!  I'm trying GM64 out too.  Seems like a solid start.   Runs OK.  Screen size is a little too big for my laptop setting here (I'm can go only 768 max height), but I can live with it, just the message box cuts off.
 
- Dav

It's going to be resizable when finished, so that shouldn't be an issue for you with the final version.  ;D
Title: Re: Game Maker 64 (GM64)
Post by: SMcNeill on August 26, 2018, 10:38:16 am
Final tile selection update is in place.  (I hope.)

Adding SHIFT capabilities to the code was much more complex for my poor fuddled brain than I'd imagined it should be, so if you guys can grab a copy and test it out, I'd appreciate it. 

This update should:
Highlight chosen tiles properly on the grid for us.  (Even if the grid scrolls.)
Click will chose a single tile.
CTRL-Click will add a tile without resetting those already chosen.
SHIFT-Click will let you choose a rectangular region of tiles in one swoop.
CTRL-SHIFT-Click will let you add a rectangular region of tiles to those already chosen.

NOTE:  Shift behavior may be a little different than many people are used to, as it's NOT tied to holding the mouse down for it to work.

Click on a tile.
Release the mouse.
Move to another spot on the screen. 
Press Shift... 
Watch how you now highlight from the last spot clicked to the current spot.

Test it out.  See if it all behaves properly.  If there's someway you can break it, get it to spit out duplicate coordinates, or miss coordinates as you click on them, let me know.  To my way of thinking, the tile selection routine is perhaps the most important feature of a map editor like this one, and the more people who test things out while the code is fresh in my mind, the easier it'll be to sort out any possible glitches.  ;)
Title: Re: Game Maker 64 (GM64)
Post by: bplus on August 26, 2018, 12:16:00 pm
Hi Steve,

I get feeling more should be happening than what is. Should I be seeing some tiles to choose from and grid alignment seems off with mouse click, the tile I clicked is highlighted correctly but it's coordinate (0, 2)?

Should I be seeing more? (Haven't studied code at all.)
Title: Re: Game Maker 64 (GM64)
Post by: bplus on August 26, 2018, 12:19:36 pm
Oh but shift does work:

(That is nice!)
Title: Re: Game Maker 64 (GM64)
Post by: bplus on August 26, 2018, 12:26:28 pm
Oh so the tile map is 0 based and I might have clicked the map shift arrows before clicking tile... OK?
Title: Re: Game Maker 64 (GM64)
Post by: SMcNeill on August 26, 2018, 12:27:08 pm
Hi Steve,

I get feeling more should be happening than what is. Should I be seeing some tiles to choose from and grid alignment seems off with mouse click, the tile I clicked is highlighted correctly but it's coordinate (0, 2)?

Should I be seeing more? (Haven't studied code at all.)

From the screenshot, it looks as if you clicked to scroll the screen down a few times, so you're looking at the map from (0,2)-(0,31)...   If so, clicking the top left tile would, indeed, be (0,2).  ;)
Title: Re: Game Maker 64 (GM64)
Post by: bplus on August 26, 2018, 12:28:25 pm
Yeah, OK. :)

Append: The suspense for getting some tiles up is killing me! ;)
Title: Re: Game Maker 64 (GM64)
Post by: SMcNeill on August 26, 2018, 12:32:03 pm
Yeah, OK. :)

Your screenshot makes the highlight seem solid, whereas it's supposed to be semi-transparent.  Is that a glitch of the screen capture method you're using, or is the alpha that solid on your display?

(Scurries off to recheck color levels....)
Title: Re: Game Maker 64 (GM64)
Post by: bplus on August 26, 2018, 12:34:09 pm
I can see the grid underneath on my screen, it's not very easy but I can make out the squares.

Append: It helps when I look at the screen at just the right angle, some angles the grid is not visible.
Title: Re: Game Maker 64 (GM64)
Post by: SMcNeill on August 26, 2018, 12:47:37 pm
Alpha levels are too high for the highlight, IMHO.  I'm thinking a change from &HAAFFFF00 to &H55FFFF00 looks much better to me, but I'm going to add it to my "To do list" to go in and make colors customizable for people, before I finish, so that'll let each person customize whatever they'd like for themselves. 
Title: Re: Game Maker 64 (GM64)
Post by: SMcNeill on August 26, 2018, 07:34:41 pm
Another update, with a nice large step forward with the project.  Changes are:

Program  now supports 4 display modes, which can be changed via the 1,2,3,4 keys on the keyboard.
1) Will show the map's tiles, once we start choosing the tileset for the map.  (To be added still.)
2) Shows the WALK PATH
3) Shows the SWIM PATH
4) Shows the FLY PATH

Clicking on a tile (or set of tiles) will now display a nice set of clickable buttons which we can use to alter the movement which is allowed on those tiles.

If you look, these are color coded buttons, which can be GREEN, RED, or GRAY.
Green says that movement is allowed in ALL the selected tiles, for that chosen direction.
Red says that movement is NOT allowed in ALL the selected tiles, for that chosen direction.
Gray says that we have a mixed set of movement; some selected tiles allow travel in that direction; other's don't.

Click the colored tile to change whether you can move in the chosen direction on the selected tiles, or not...

****************
****************

Coming next:

Option for BI-DIRECTIONAL limiters, which allow us to click on the East wall at one tile, and then have the West wall of the adjacent tile to change status as well.   For example:

Tile (0,0) and (0,1) are right beside each other.   We click on (0,0) and set the EAST wall blocked.  You can't move to the right, if your hero is on that tile.  HOWEVER, since we haven't blocked the west wall at (0,1), if your hero travels there, they CAN head back to (0,0)...  A bi-directional toggle will tell the program to block passage from both directions, without us having to edit both blocks.

(Think of the difference between a One Way street in a city, versus a solid wall.  If the road goes NORTH ONLY, you can't travel down it south, whereas an actual wall would block travel from either direction..  Currently, the program only blocks travel in one direction; the next update will allow us to manually change that so we can block it from both directions with a single click of the mouse.)

And, hopefully, the next update will also allow us to SAVE and LOAD the map.  As it is, it's already good enough for some applications (such as ASCII games where we simply want to limit character movement), so adding and working with actual tiles will still be something which I'll work on several steps from now.  :D
Title: Re: Game Maker 64 (GM64)
Post by: johnno56 on August 26, 2018, 07:43:05 pm
I too am feeling the effects of impatience... But, then again, a masterpiece is produced one brush stroke at a time... For me, at least, that is difficult to accept when one has been raised to use crayons... You are doing a 'great' job. Well done!
Title: Re: Game Maker 64 (GM64)
Post by: SMcNeill on August 27, 2018, 03:59:49 pm
The first version which I've shared, which I think could actually be considered a "working version".  This update:

Allows for the setting of Bi-Directional or Uni-Directional Walls.  (Bi-Directional basically says you can't walk in either direction; Uni-Directional basically says you can only walk in one direction.  Think of a uni-directional wall as being something similar to a fire exit in a building:  You can go out, but you can't come back in.  Bi-directional walls are simply walls; you can't walk through them at all.)

Allows us to scratch the current map and start over. (The NEW button now works.)
Allows us to SAVE our maps.
Allows us to LOAD the saved maps.
Updated the map display travel icons.  UNI-directional and BI-directional travel areas should now be easily distinguishable.  (Black tiles are NO-GO from either direction.  RED/GREEN tiles tell you which side are STOP/GO from travel.)

As it is, this is more than enough to create a map that simply works to limit our character's movement on the screen.  We can quickly and easily designate which areas they can, and can't, walk/swim/fly across, and then we can save that information and load it easily enough into whatever "game engine" we want to use the map with.

Included is a map I spent about 3 minutes making, called, suitably enough, "Test Map 1.MAP".  Feel free to load it and then use the number keys to toggle between which path mode is visible. (2 is to see where we can WALK, 3 for where we can SWIM, 4 is for where we can FLY.)

I pictured the little test map as being something similar to a dragon's lair, with a small stream dividing the lair in half.  Since it's a "dungeon" type map, it's underground and there's NO spot where flying would allow a hero to bypass an roadblock.  There is, however, the river which requires a hero to be able to swim, before they can get across to the other side...

And all of this information should be rather easily conveyed just by looking at the map and viewing the 3 different travel modes.

Kick it around.  Test it out.  See what you think of it, and let me know if you find any glitches or issues.

*************************
*************************

To Do:

Expanded Keyboard/Mouse Support.
    We need keys for Load/Save/New....
    We need mouse buttons for View Modes...

Tile Support.
    We need to be able to choose and load a tile set -- even if that's the SCREEN 0 ASCII color set. 
    We need to be able to assign various tiles to the screen, where we want them.
    We need to be able to LAYER tiles (if you look, the TILE variable allows for 3 tiles) so that we can stack them, such as for Background, Creature standing on the background, Weapon in the creature's hand.... 

Script Support.
    We need to be able to specify specific scripts for certain tiles, so that when a hero walks on them, we have certain preset events occur, such as taking damage by walking on a spiked floor...

Test Support.
    We need an actual Map Engine which takes all this information, throws a goofy hero-representation on the screen, and then allows us to move it around and have a quick test run of how our game should look/work in actual conditions.


And, after all that, I'd consider this to be a "finished" project; it'd do all that I set out to get it to do, when I started with the idea of making it in my head.  :D


***************************
***************************

One caveat:

Wednesday I go to see the surgeon about having my gallbladder removed, and that means the next several days are going to be rather busy...   And, depending on when he wants to schedule the surgery (my family doctor assures me they'll want to do it as I have multiple gallstones which he says, "has to go"), I don't know when I'll be able to turn my attention back to this project.

For now, I'm expecting at least a break until the weekend, before I can work on it again -- but that time might be longer, depending on just how things turn out and get scheduled.  Feel free to take the time and make Travel Maps for anything you might need them for, and stress-test what we have and see when/where it appears to fail for you.  Suggestions for features, bug fixes, usability, and improvements are all welcome; and I'll be happy to see what I can do to accommodate all of them when I get back to the project later.  :)
Title: Re: Game Maker 64 (GM64)
Post by: johnno56 on August 27, 2018, 05:25:34 pm
I hope everything goes well for you and your recovery will be as uneventful as possible.

J
Title: Re: Game Maker 64 (GM64)
Post by: Unseen Machine on August 27, 2018, 07:51:53 pm
hi smcneill

Look forward to seeing this completed...ive attached a pic of one of my old ones that i used to make wolfenstein style levels (rendered in GL)


Unseen
Title: Re: Game Maker 64 (GM64)
Post by: Pete on August 27, 2018, 11:48:02 pm
Best wishes on your procedure. It's more of a laparoscopic surgery these days, which is so much less invasive than it used to be. I have a niece who had this done two years ago. Just tell the surgeon you want to be awake for the procedure, so you can continue to program. Hey, if I can do that during a molar extraction, you should be able to do that, too!

Pete 
Title: Re: Game Maker 64 (GM64)
Post by: FellippeHeitor on August 27, 2018, 11:54:27 pm
Hope all goes well, Steve. Have a quick recovery too.
Title: Re: Game Maker 64 (GM64)
Post by: TempodiBasic on August 29, 2018, 05:58:26 am
Hi Steve

Good Luck for your health issue.

Waiting news of your coming back to your normal life, again Good Luck.


PS
About your project it seems to go straight to the goal.
Title: Re: Game Maker 64 (GM64)
Post by: Cobalt on August 29, 2018, 11:00:42 am
Yeah I used to have one of those too, they took that out a long time ago when it stopped working(no stones just quit on me).. make sure they give you some good pain killers cause its sucks. Granted I was in more pain from the cath they put in my manhood than the surgery itself(swear they shoved a fire hose up there!)! But Good luck.

With your map maker will it be able to auto finish tiles? Like say you had a open plain and wanted to put a pond or lake in it, so you pick a water tile and place it would the program wrap that tile with the shore tiles? Or would the user have to select each shore tile an place them one by one?
Title: Re: Game Maker 64 (GM64)
Post by: Dimster on August 29, 2018, 11:59:34 am
Take care of YOU first Steve. Keep the 1.


GALL

noun
1.
bold, impudent behavior.
"the bank had the gall to demand a fee"
synonyms:   effrontery, impudence, impertinence, cheek, cheekiness, insolence, audacity, temerity, presumption, cockiness, nerve, shamelessness, disrespect, bad manners; More
2.
the contents of the gallbladder; bile (proverbial for its bitterness).
synonyms:   bitterness, resentment, rancor, bile, spleen, malice, spite, spitefulness, malignity, venom, vitriol, poison
"scholarly gall was poured on this work"
Title: Re: Game Maker 64 (GM64)
Post by: SMcNeill on August 31, 2018, 10:30:30 am
We now have Tilesets!  Well, almost... 

The program now supports ASCII tile sets so we can make "old school" style ASCII maps.   Soon(tm), we'll have full support for custom graphical tile sets as well.

There's now a second map available for loading/testing called, appropriately enough, "Test Map 2".  Feel free to load it and look at how awesome my ASCII work is!  We have a Dragon (D)!  We have traps!  We have walkable tiles, swimable tiles, and.. and... and it's a dang cheesy demo which took 5 minutes total to make; what else do you expect!   :P

It should be easy enough to sort out how to use it, so I'm not going to go into any long details, unless somebody has issues/questions about how it works.
Title: Re: Game Maker 64 (GM64)
Post by: bplus on August 31, 2018, 11:43:28 am
Thanks Steve, hope you are getting along OK.

Coding helps take mind off things (unless it doesn't).  :)
Title: Re: Game Maker 64 (GM64)
Post by: SMcNeill on August 31, 2018, 12:22:30 pm
Thanks Steve, hope you are getting along OK.

Coding helps take mind off things (unless it doesn't).  :)

Actually, it was a case of "good news-bad news" when I saw the surgeon.  Turns out, he didn't think I needed surgery to remove the gallbladder yet.  (Got to love how one doctor tells you one thing and then another tells you the exact opposite -- that fosters great levels of confidence in their diagnosis!!)

Any day you can avoid surgery is a good day, so there's that...   

Only bad part of the day was when he asked, "So what are you going to do about the aneurism on your aorta?"

WTH??  Absolute first I'd heard ANYONE say ANYTHING about such a thing!!   

Apparently the CT scan of the gallbladder showed an aneurism on the main artery leading from the heart, so now there's got to be follow up appointments for extended CT scans/MRI and discussion with a surgeon about what to do about it...

Which made for a nice roller coaster of a ride Wednesday!  "You're fine.  You don't need surgery for your gallbladder; but, you might die if the artery going from the heart ruptures; so whatcha want to do about that?"

It's definitely nice to get back to coding, since there's nothing else I can do anyway, until the quacks get the ball rolling on the next set of tests and such.  :D
Title: Re: Game Maker 64 (GM64)
Post by: Petr on September 01, 2018, 05:21:29 am
Hi Steve,
I wish you everything to go well. This is the same with the doctors here. One doctor denies what another doctor said. The best I've ever experienced was when the doctor asked me what he with me to do. I thought, doctor be kidding me. Unfortunately, most doctors here just want to heal and pull money out of patients, not cure them. Your level of medicine and doctors is far better.
Title: Re: Game Maker 64 (GM64)
Post by: bplus on September 01, 2018, 12:19:21 pm
Well we could go on and on about the medical system. What a person can do is research problem so can ask intelligent questions, provide relevant information and understand a word or two more that the doctor throws at you.

And we can make a game right here, call it RU RX'd Yet?, for medical practice of course!

Let's see how we might tile that map? Need to find the path to escape?
Title: Re: Game Maker 64 (GM64)
Post by: TempodiBasic on September 01, 2018, 08:36:22 pm
I'm waiting Pete's opinion. He seems to have a good information about medical matter.

In the while I must say that there is a sentence in medicine if you search more , you more  find. Just to say we have all a Apparently Good Health until we don't do exams... I have never done an ecography of abdomen and I think to have two kidneys but there is a 1% of persons born with one kidney. Who do say me that I am not in that 1% until I'll do the exam?
Good Coding
Title: Re: Game Maker 64 (GM64)
Post by: SMcNeill on September 02, 2018, 05:11:32 am
Update:

We now have full tileset support -- both graphical and ASCII.
Fixed the "preview" tiles for when one is selected.
Tweaked the ASCII graphics a little (we had character "bleed" with one bad putimage placement earlier by a pixel.)

*************************
*************************

This has actually been quite a difficult little update, just to get everything to play nice together and display in the proper places, with the main issue being that TYPEs don't allow arrays.

TYPE TileInfo
    TileSet1 AS STRING * 30
    X1 AS _UNSIGNED _BYTE
    Y1 AS _UNSIGNED _BYTE
    TileSet2 AS STRING * 30
    X2 AS _UNSIGNED _BYTE
    Y2 AS _UNSIGNED _BYTE
    TileSet3 AS STRING * 30
    X3 AS _UNSIGNED _BYTE
    Y3 AS _UNSIGNED _BYTE


The map should work for us with 3 different tile sets for each tile (well, up to the 100 max tilesets per map limit -- if you need more than 100 tile sets, then you're doing something wrong, IMHO.  Most maps get by quite well with just one...), as well as being able to layer 3 different things on that tile for background, foreground, effect.  (Think grassy area, with hero standing on it, on fire...)

Since types don't allow arrays, there's been a lot of copy/pasting of code, with minor tweaks, to try and get everything to appear and display properly on the map.  I won't promise that EVERYTHING lines up exactly as it should -- there's always a chance that you'll have a piece set for layer 2 appear on layer 1 (or 3) -- but I promise that I *TRIED* to fox all those instances.  If you do manage to find a case where things get criss-crossed and don't appear to be working as intended, kindly report it and I'll scratch my head and cry, trying to sort out what I missed...

To give an indication of how mind-numbing some of this copy/paste code is, here's one of the nice segments to muddle through:

Code: QB64: [Select]
  1.     IF TileMatch THEN
  2.         SetChosenCaption(2) = LTRIM$(RTRIM$(t$))
  3.         tx = Tile(TilesChosen(1).X, TilesChosen(1).Y).X2: ty = Tile(TilesChosen(1).X, TilesChosen(1).Y).Y2
  4.         FOR i = 2 TO TilesChosen
  5.             IF Tile(TilesChosen(i).X, TilesChosen(i).Y).X2 <> tx THEN TileMatch = 0: EXIT FOR
  6.             IF Tile(TilesChosen(i).X, TilesChosen(i).Y).Y2 <> ty THEN TileMatch = 0: EXIT FOR
  7.         NEXT
  8.         IF TileMatch THEN SetXYCaption(2) = LTRIM$(RTRIM$(STR$(tx) + "," + STR$(ty))) ELSE SetXYCaption(2) = "Vary"
  9.     ELSE

Now, that's for the SECOND tileset...  For the third, you'd need to change X2 to X3, Y2 to Y3, but NOT change the X or Y....  And if course, the index for SetXYCaption has to change from 2 to 3....

/cry!!

So anywho.....

I *think* I've caught all the various cases here and we're  being layered properly, for both the ASCII (built in tile set) tile set, and any user-loaded tile sets.

****************************
****************************

Only real note that I'd like to point out to help people make certain that their loaded tile set works (such as the D32x32.png set I'm including in the archive) -- be certain to set the TX (Tile width, or x-size) and TY (Tile height, or y-size), or else you'll be using (0 height, 0 width) tiles to draw your map....
Title: Re: Game Maker 64 (GM64)
Post by: TempodiBasic on September 02, 2018, 10:37:18 am
Hi Steve

sorry for the question...
loading GM64.BAS in the QB64ide I got this error...on the line 444
Quote
temp$ = _TRIM$(temp$)

I think that this is LTRIM$ so I made this difficult correction and I have run your last version of GM64!

This is the result of compiling  see attachment and now i find that buttons New Open Save Exit are busy!

Good interface, I need help to know what I can aspect and test, for now I post a feedback about selection of multiple cells.

Good Coding
Title: Re: Game Maker 64 (GM64)
Post by: TempodiBasic on September 02, 2018, 10:38:05 am
Sorry
I miss to post image file that now is here
Title: Re: Game Maker 64 (GM64)
Post by: FellippeHeitor on September 02, 2018, 10:41:14 am
Hi Steve

sorry for the question...
loading GM64.BAS in the QB64ide I got this error...on the line 444
Quote
temp$ = _TRIM$(temp$)

I think that this is LTRIM$ so I made this difficult correction and I have run your last version of GM64!

That's actually RTRIM$(LTRIM$()), TempodiBasic. Steve is already using the development build which will become the next version of QB64 and _TRIM$() is a new command to trim blank spaces from left and right sides of a string.
Title: Re: Game Maker 64 (GM64)
Post by: SMcNeill on September 02, 2018, 11:27:17 am
Sorry
I miss to post image file that now is here

Did the mouse not highlight and select the full area for you, or did you move it after shift-clicking and making a selection?  When I give it a try, the area to select highlights nicely in red with shift held down, and then selects the highlighted area when I click the left mouse button.

How'd you get it to select the area and skip 2 lines?  A different click/hold procedure than what I'm used to?  I'm trying to reproduce your results, but I'm not having any luck replicating the issue so far.
Title: Re: Game Maker 64 (GM64)
Post by: SMcNeill on September 02, 2018, 12:11:07 pm
As for using the interface, it's all mainly done with mouse selection.

To change ASCII tiles:
1) First, select some tiles to work with.
2) Click the left set of numbers to change the ASCII background.  (Enter a value from 0 to 15 for SCREEN 0 colors)
3) Click the middle set of numbers if you want to put an ASCII character on top of that background.  (First number is from 0 to 255 for ASCII character value, second number should be from 0 to 15 for color value.)
4) Click the right set of numbers if you want to stack another ASCII character on top of the first one, using the same Character/Color input ranges.

Each click should show up both on the map, and in the preview area above where you made your changes.   

To change MOVEMENT allowed:
1) First thing I'd do is change the display to whichever movement mode I want to work with.  1 displays the tile set, 2 displays walking paths, 3 displays swimming paths, 4 displays flying paths.  To edit WALKING areas, press "2" on the keyboard to change view modes for you.
2) Select an area to work with, as before.
3) Click the colored boxes around where it says WALK -- these correspond to the directions which we want to block off, basically producing a wall which the character shouldn't be able to walk through.  Red boxes are blocked in that direction, green says that that direction is fully open, and gray says we have mixed results in the selected area...

Once you're in the proper display mode, it should be simple enough to figure out how to change which directions are allowable for movement with each tile.   

To switch to a different tile set:
1) First, change the TX and TY to the proper size for the tile set which you're using.  (The D32x32.png tile set which I've included uses 32x32 tiles, so set those values to both be 32 if you want to use it.)
2) Highlight a set of tiles where you want to change the tile set.
3) Down where it says "TS1: ASCII", click that.  Enter D32x32.png at the popup.  This lets you specify the tile set you want to use for the background tile.

TS2 is the second tileset (which doesn't have to be the same as your background set at all), and TS3 is the third tile set which you want to use for the selected tiles, so you can layer your map.

4) Click the 3 areas below the preview panes, to set the actual tiles you want to place on the selected areas of your map.  Use X/Y grid positioning for column, row of the icon you want to place.  (For example, (0,2) on D32x32.png looks like a little green pool of acid, and (1, 1) is a wide red X...)

Name it.  Save it...  You've now got all that information stored in one nice *.MAP file, which you can use however you want in your future games.  :)
Title: Re: Game Maker 64 (GM64)
Post by: TempodiBasic on September 02, 2018, 05:21:03 pm
Hi Guys

Yes I must say that I have not understood that was necessary to use Improved Unstable version of QB64.
Now I got it and running GM64.BAS _TRIMS$ gives no error! More the selection is OK, selecting a cell the button are active so the wall of the cell!
IMHO the issues about that I have talked in the last post are connected to the QB64Ide x32 version QB64 1.2 revision 20180202/85  from git 1d0f920, in fact GM64.BAS runs good with QB64 1.2   revision 20180228/86 form git 6cb81e1.

So thanks to Fellippe to warning me about the source of my issue.
Thanks to Steve to publish a little help/HowToDo about GM64