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[Tool] Maze Creator

slp13at420

Mad Scientist
its storing the decimal now:
B5iduOI.png


but it clears the last row.

this compile warnings doesn't seem to interfere since its seems something gets defined but never used.
j7E1rFa.png


but friggin lookin awesome :RpS_thumbup:

i'm using win7 64.
 
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Tommy

Founder
this compile error doesn't seem to interfere since its seems something gets defined but never used.

That's a warning not an error. Judging from the variable names, they are being called in a catch and not being used. For example:

https://github.com/RStijn/MazeCreator/blob/master/MazeCreator/Creator.cs#L181
https://github.com/RStijn/MazeCreator/blob/master/MazeCreator/Creator.cs#L406

Can be changed to:

Code:
catch { }

if you aren't going to use the said variable(s), OR:

Code:
catch (Exception ex)
{
    MessageBox.Show(ex.Message);
}

if you are going to display the error message and use the said variable(s). Otherwise, first option should be used.

Anyway, looking good since OP posted this thread!
 

slp13at420

Mad Scientist
ugh your right lol I knew they are just warnings but for some reason had err on the brain lol sorry RStijn I meant warnings.
yea still way noob with the C++ wasn't sure if I could just rem them out or are they there for future use? catch-22's?
and they don't seem to affect anything and they are just warnings during compile so I will just remove the variable like example 1 since I just fork a fresh repo.
have to see what happens lol

now I load a map and its last row is fine so I go to the edit config screen and save config then it goes back to map GUI and the last row is clear.
 
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Tommy

Founder
ugh your right lol I knew they are just warnings but for some reason had err on the brain lol sorry RStijn I meant warnings.
yea still way noob with the C++ wasn't sure if I could just rem them out or are they there for future use? catch-22's?
and they don't seem to affect anything and they are just warnings during compile so I will just remove the variable like example 1 since I just fork a fresh repo.
have to see what happens lol

now I load a map and its last row is fine so I go to the edit config screen and save config then it goes back to map GUI and the last row is clear.

It's C#, not C++. :p
 

Rochet2

Moderator / Eluna Dev
Back in the day :cool: we also made secret doors. We used activatable respawning cube objects that you could click to remove and some we set not to have collision so you could only detect them by walking towards them.
Making traps and secrets could be cool :3
 

RStijn

Emulation Addict
I like that idea :D shouldn't be hard to implement after I get stairs objects working.

EDIT: 3D mazing now works correctly.
Next up is stairs to the next level, then secrets & traps.
 
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RStijn

Emulation Addict
Just want to update. I've been inactive for a week or so on this project.
I've almost finished stairs, which is rather difficult.
Traps & secrets will be easymode when I get this working without errors.

Only downside is, stairs will only work correctly when the wall height is 2 (default).
It's a waste of time to configure larger, multiple or scaled stairs imo. :p
You can still place additional stairs manually.

I've also changed the UI so it doesn't work with checkboxes anymore, only colors.
This is required to have different types of objects.
You can now change the block values only with the space button, though I'll probably add a doubleclick handler before the next release.

Edit: Almost finished exporting stairs.
And slp13at420, sorry if the huge gap between boxes bug still exists.
It's because in one country a decimal looks like 0,01 while in another it looks like 0.01 so it doesn't parse correctly.
I'll fix that right after I finish stairs. First sleep. :p
 
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Kaev

Super Moderator
Just want to update. I've been inactive for a week or so on this project.
I've almost finished stairs, which is rather difficult.
Traps & secrets will be easymode when I get this working without errors.

Only downside is, stairs will only work correctly when the wall height is 2 (default).
It's a waste of time to configure larger, multiple or scaled stairs imo. :p
You can still place additional stairs manually.

I've also changed the UI so it doesn't work with checkboxes anymore, only colors.
This is required to have different types of objects.
You can now change the block values only with the space button, though I'll probably add a doubleclick handler before the next release.

Edit: Almost finished exporting stairs.
And slp13at420, sorry if the huge gap between boxes bug still exists.
It's because in one country a decimal looks like 0,01 while in another it looks like 0.01 so it doesn't parse correctly.
I'll fix that right after I finish stairs. First sleep. :p

Code:
Double.Parse("1,0".Replace(',', '.'), CultureInfo.InvariantCulture)

This should do the job. At least if the numbers look like 1234,01 and not like 1.234,01.
 
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RStijn

Emulation Addict
Maze Creator v1.4 released
- Place stairs to the next level or roof of your maze.
- Faster editing & no more check boxes
- Clicking to add a wall won't work anymore, you have to use space (for now)
- Large gaps between blocks bug fixed? (Thanks for confirming Kaev :p I couldn't be sure)
- Code spread out among different classes.

Still some improvements to do & trash to take out before I start on traps/secret walls.
Shouldn't be as hard from this point on though. :D

Wfqafc2.jpg
 
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slp13at420

Mad Scientist
True, this was just a picture of the maze project i used to test stairs with. :)

yea that's what I was think it was just for display purposes. I am assuming the end product will just be a cube with an entrance and a final exit on another floor:D
 

RStijn

Emulation Addict
Released v1.4.1
- Tooltips added on each cell on mouse hover
- Click to place stairs rather than selecting a cell
- Shows colors while placing stairs
- Fixed some stairs bugs.
- Cleaned up more code
 

kolakocide

Super Baked
This project looks really good. I am sure people are using it effectively and making mazes efficiently, I thank you.
 
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