[Dev] SVN: james/501 Math Marauders: Now saves any changes you make to the map

James Paige Bob at HamsterRepublic.com
Fri Apr 11 13:43:06 PDT 2008


Well, for my current purposes, ~, Alt-B Select object type, Create 
Asset, pick location and name, OK is adequate (a bit tedious, but it 
works)

but what I really want is to be able to save an asset based on a 
programmatically generate asset_id. I don't want to have to type in a 
name. This would be for situations where the programmer, not the 
user-of-the-editor would make the descision on what the asset name is. 
How often that will be useful in a finished game is a mystery to me-- 
probably not very useful, but durring the development process it is 
something I find myself wanting not infrequently.

---
James

On Fri, Apr 11, 2008 at 01:32:22PM -0700, Brian Fisher wrote:
>    I'm just comparing alternatives here - how would a save as work? would it
>    pop up a dialog? that's what creating a new asset in the editor does, and
>    it's more consistent and explicit because it's an always available option,
>    and isn't something that would just be used once (when editing the broken
>    reference asset)
> 
>    I think ~, Alt-B, Select object type, Create Asset, pick location and
>    name, OK is as good a way to make the initial asset as any.
> 
>    If there is a different model that makes more sense, we can invest in
>    that.
> 
>    On Fri, Apr 11, 2008 at 11:56 AM, James Paige <Bob at hamsterrepublic.com>
>    wrote:
> 
>      On Fri, Apr 11, 2008 at 11:50:15AM -0700, Brian Fisher wrote:
>      >    The error is bad there - but I think the correct solution is to
>      create a
>      >    new map in the editor that is connected to a file, and then edit
>      it. The
>      >    broken asset is really intended to be a "hey! you have a bad asset
>      >    reference" object and to be a bootstrapping device (i.e. you can
>      run it
>      >    long enough to create an asset)
>      >
>      >    basically it might be nice to have a "save as" mechanic, but I
>      don't see
>      >    how any such mechanic would be any less work than creating a new
>      asset in
>      >    the editor?
> 
>      It would be needed for something edited directly in the game window.
>      ---
>      James
> 
>      >    On Fri, Apr 11, 2008 at 11:31 AM, James Paige
>      <Bob at hamsterrepublic.com>
>      >    wrote:
>      >
>      >      I was running into problems when saving a not-yet-existing asset.
>      >
>      >      Basically, I have a map asset which I create like so:
>      >
>      >       map = AssetRef(BaseMap, "default")
>      >
>      >      So "data/default.map" does not exist anymore, but it correctly
>      uses the
>      >      _BrokenMap object when I play, so I have a map, but when I try to
>      call
>      >      map.asset_save() it crashes because map has no .asset_metadata
>      property.
>      >      (which makes sense, because this was not deserialized from disk)
>      >
>      >      So I have worked around the  problem by manually creating
>      default.map in
>      >      the editor, but is there some better way to say, "please save
>      this
>      >      asset to disk even though it was not loaded from disk"
>      >
>      >      You can reproduce the problem I was having by deleting
>      data/default.map,
>      >      running main.py, and clicking anywhere (which triggers the
>      >      .asset_save() call)
>      >
>      >      ---
>      >      James
>      >      On Fri, Apr 11, 2008 at 11:09:58AM -0700,
>      subversion at HamsterRepublic.com
>      >      wrote:
>      >      > james
>      >      > 2008-04-11 11:09:57 -0700 (Fri, 11 Apr 2008)
>      >      > 58
>      >      > Math Marauders: Now saves any changes you make to the map
>      >      > ---
>      >      > A   marauders/data/default.map
>      >      > U   marauders/locals.py
>      >      > U   marauders/main.py
>      >      > U   marauders/map.py
>      >      >
>      >      >
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