Search found 2280 matches
- Tue Jun 13, 2023 7:49 am
- Forum: General discussion
- Topic: ZGE on Mac
- Replies: 38
- Views: 156335
Re: ZGE on Mac
Also: the date of ZGameEditor binary seems wrong in that screenshot you posted. Are you sure you downloaded the new version? I see on the first page it says "not downloaded yet".
- Tue Jun 13, 2023 7:14 am
- Forum: General discussion
- Topic: ZGE on Mac
- Replies: 38
- Views: 156335
Re: ZGE on Mac
I'm having some trouble getting the File component to work. The referenced files are placed (folders containing them to be precise) next to the binary like this: They should normally be located in same directory as project. Perhaps it is because they are in subfolders. What happens if you in your c...
- Mon Jun 12, 2023 3:39 pm
- Forum: General discussion
- Topic: ZGE on Mac
- Replies: 38
- Views: 156335
Re: ZGE on Mac
Alpha 9e:
- File component now works both in designer and runtime.
Please note that for runtime then the files must be located next to the binary in Contents \ MacOS subfolder. Right-click on application bundle in Finder and select "Show package contents" to see this folder.
- File component now works both in designer and runtime.
Please note that for runtime then the files must be located next to the binary in Contents \ MacOS subfolder. Right-click on application bundle in Finder and select "Show package contents" to see this folder.
- Thu May 11, 2023 7:45 pm
- Forum: General discussion
- Topic: ZGE on Mac
- Replies: 38
- Views: 156335
Re: ZGE on Mac
Some more minor fixes. Alpha 9d: - Fix for pressing Esc crashes editor - Cmd + c/v shortcut to copy/paste now works both in tree and code editor (previous it was ctrl in code editor) - Tab behavior in code editor should now be like Windows version. - Fix for possible crash when closing editor while ...
- Tue May 09, 2023 11:26 am
- Forum: General discussion
- Topic: Dynamic terrain
- Replies: 6
- Views: 40922
Re: Dynamic terrain
That's a very nice example Kjell.
- Sun May 07, 2023 6:14 pm
- Forum: General discussion
- Topic: Dynamic terrain
- Replies: 6
- Views: 40922
Re: Dynamic terrain
I'm sure Kjell has a demo of this somewhere but he doesn't want to share it
Searching for "terrain" on these forums does show a few interesting hits. Have you read those posts?
Searching for "terrain" on these forums does show a few interesting hits. Have you read those posts?
- Wed May 03, 2023 6:01 pm
- Forum: General discussion
- Topic: ZGE on Mac
- Replies: 38
- Views: 156335
Re: ZGE on Mac
Alpha9c:
- The icons are now improved. I found a way to export all icons from Windows version and import them in Lazarus. It is not perfect but look a lot better than before.
- The icons are now improved. I found a way to export all icons from Windows version and import them in Lazarus. It is not perfect but look a lot better than before.
- Sat Apr 29, 2023 2:36 pm
- Forum: General discussion
- Topic: ZGE on Mac
- Replies: 38
- Views: 156335
Re: ZGE on Mac
I still didn't manage to test everything, so far I only found that on my end #30 is still not filtering zgeproj files. I think it is normal that they show the applications because on Mac they are actually subfolders (you can right click and choose show bundle contents). But any other file types sho...
- Fri Apr 28, 2023 10:25 am
- Forum: Feature requests
- Topic: Edit XML with an external editor
- Replies: 13
- Views: 65991
Re: Edit XML with an external editor
For starters, I'm not really convinced by the node tree being reopened. It's super slow now. It looks like the whole project is being reopened from scratch. Or maybe it's the same speed as before and I emphasize on it, I'm not sure. Was it that slow before? I did not notice this. Maybe your project...
- Fri Apr 28, 2023 7:01 am
- Forum: General discussion
- Topic: ZGE on Mac
- Replies: 38
- Views: 156335
Re: ZGE on Mac
wowo! Great job!!! Wasn't there a selector for various wave types in this part or am I remembering it wrongly? Right now only the square type can be played from within the editor. You are right, the wave type dropdown got missing for some reason. I did not notice that. Please check alpha9b in first...
- Thu Apr 27, 2023 2:36 pm
- Forum: General discussion
- Topic: ZGE on Mac
- Replies: 38
- Views: 156335
Re: ZGE on Mac
Alpha 9: - audio now works. Both in designer in runtime. - fix for bug #40 (spritesheet/tileset sometimes will not load) - fix for bug #23 (copy/paste in project tree won't work) - also includes the fix that makes the project tree stay expanded after using the xml-editor Fun fact: I got ChatGPT to h...
- Wed Apr 26, 2023 9:27 am
- Forum: Feature requests
- Topic: Edit XML with an external editor
- Replies: 13
- Views: 65991
Re: Edit XML with an external editor
Please try new build: http://www.zgameeditor.org/files/ZGameEditor_beta.zip - attempt to keep nodes opened after xml editor is used - build project from command line using syntax "/b zgeproj-filename exe-filename". Example: ZGameEditor.exe /b "C:\MyProjects\NesEmu.zgeproj" C:\Tem...
- Fri Apr 21, 2023 6:35 am
- Forum: Feature requests
- Topic: Edit XML with an external editor
- Replies: 13
- Views: 65991
Re: Edit XML with an external editor
That is a very nice example Kjell! You just have to remember to make sure the script is loaded before generating a binary since the setStringProperty function is not available in the runtime. A build "/b" switch sounds like a good idea. I can also look in to keeping project tree nodes open...
- Wed Feb 08, 2023 5:20 pm
- Forum: Feature requests
- Topic: A map editor?
- Replies: 1
- Views: 6516
Re: A map editor?
Hey so I know Z game editor was originally based around using procedural generation, for much of the process of building games and demos n such, and I think this is a cool paradigm, and there's much to be said for limitations making things intereasting, and it's really cool that Z game editor is ve...
- Mon Jan 09, 2023 8:15 am
- Forum: General discussion
- Topic: [Solved] Detecting generic Gamepad D-Pad on Android
- Replies: 9
- Views: 12495
Re: Detecting generic Gamepad D-Pad on Android
Looks fine to me! As long as you update the MAX_AXES constant then I don't see there should be any risk of overwriting memory.