FW2 is a level creator for the game
Homeworld 2. It's solely written in ActionScript 1 for use with Flash MX.
http://www.davidmillington.net/trials/flashworld
Downloads
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Source – The source code for flashworld 2. This may not be as up to date as the online version that is still under progress.
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Use it – The compiled swfs to just use FW2.
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HW Font – The font used in homeworld 2.
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Relic Forum Thread
Project Status
Still not there yet. I got really held up during a late redesign of the interface. Got a new full time job right in the middle of this project which totally slammed the brakes on. I'd rate v1 as 70% complete as most of what's left is manual labour and not brain intensive problem solving!
To do
- Make color button use new button class
- Make new type button use new button class
- Create color panel class
- Create panel class
- Create Main Menu class
- Create HW2 Panel class
- Create new tick box class that inherits from new button class
- Move text fields into their own movie clips. – Highlights on mouse states – Pass clicks down to text field – Tool Tips
- Scrollbar – Text field manual scroll feedback
- Object groups – came up with these about an hour ago. I'll explain it in the september update forum post.
- Take it easy |->
- Flashworld 2s own site – I've got great plans for that!
- Transfer the new xml setup options to the xml file :¬)
- Complete code rewrites
- Re-design Main Function Panel (thats the one with level output text etc on it), Main Menu and Mouse Pad.
- Add some more items to the new type menu such as points
- Clean up source
- Set the customisation features up – Going to add a new section to the xml file so you can change details of the user interface such as color scheme, panel placement, object defaults
- Get permission and link in some of Mikails map functions ;) pretty please
- Sort out the memory problem – yes you heard me right, the memory problem! I'll explain this a little later on.
- 2D Glyphs instead of boxes, probably as an option
- Delete Object
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Use XML attributes instead of nodes, its faster that way. – Scrapped this idea as its not like it takes a year to load the xml data and its only done once.
- Switch all color options to use the color panel that opens for object color.
- Fix color selector box. – Sorted this a while ago. Works quite well now although it still needs rewriting to the new form
- Basic level validation. I was thinking along the lines of a warning box when you generate the level with messages like «asteroid z2 is * intersecting asteroid z4». I'm going to leave this a while but its going to be usefull I reckon.
- Try out new redraw idea. I think the reason it stutters slightly after a rotate/crosshair move is because all the boxes are trying to redraw at once. I've been using queues a little lately and this seems like the perfect situation to use one. The idea is simply, draw box 0, when that is complete it tells box 1 to draw, that then tells box 2 to draw and so on.
- New AS generated interface – still going at this one, its a big BIG job!
- Remove most library items – I prefer to generate everything via AS normally so I'll swap everything over later. – working on it – Think theres only the mouse stuff left now, gotta check that out.
- Hide on redraw xml option. Toggle to show/hide objects when rotating/moving crosshair.
- HW move type mouse system for placing objects
- HW mouse camera control
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Scalable interface panels via xml
- Warning window. I want to post a warning if something is tagged interactive when it shouldn't be. Dont know if this is really a problem but either way I'm sure some this will be handy.
- Check that axis are setup correctly, not 100% sure if I set them up correctly as there’s at least one section where I had to flip some
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Set the customisation features up – Going to add a new section to the xml file so you can change details of the user interface such as color scheme, panel placement, object defaults
- 2D Glyphs instead of boxes, probably as an option, need opinions on this one
- Alter resolution
- Find out the missing values for some functions, seen as ??? in level generation
- Dynamically load jpg files into the background so you can see your level on the background you chose to use. This will require you to convert it to jpg for flash usage but its a nice feature I would like to add
- Write proper help documentation
- Update level dimensions – the level options panel is now linked in to handle this. At the moment all 3 axis do the same thing. I'm thinking of modifying the verticle crosshair to reflect the levels verticle bounds. I dont see much point in having both the x and y axis in there as I cant see both ever being different, let me know if Im wrong otherwise I'll take the y off the level options panel to avoid future confusion.