JaimitoEs
Member
DarkSpine Keyboard ShortCut Manual
DARKSPINE LEVEL EDITOR FRAMEWORK
What is promised is debt [UNDER CREATIVE COMMONS V1 LICENCE.
Git hub repository:
Because new lessons are learned every day, and unite we can make bigger progress. I feel that this project belongs to the whole world, without owners, without conditions. I hope you enjoy this editor and bring you a lot of happiness. Feel free to modify it, redistribute it, or sell an improved version of it. For gamers, I hope you can soon enjoy future contributions, stories ..... And that magic is preserved that leaves us all dazzled every time we unseal a video game and take the leading role, euphoric to discover new worlds. Much love for all.
YOYOGAMES, I hope you have been able to get great ideas from this extension to improve your product. I look forward to the day you can implement live coding and live room editing in the near future. Best wishes to you.
MARKETPLACE
Description
Hello World! DarkSpine is a real-time level editor created natively for GameMaker Studio 1/2 Directly inspired by the UbiArt Framework, DarkSpine arrives with implementations to maximize workflow. You can create all kinds of systems and customize the tool to extend its functionalities. The current list of features is as follows:
DarkSpine uses a system to update your levels in the case of making internal modifications, these modifications affect the base object, where in no way will it interfere with the custom objects that you have created for the tool.
The tool is fully compatible with projects already started without it. DarkSpine only needs 1 room to start and start working with its own storage system. For example, it can be very useful to design bonus levels or your own cinematic menus. The possibilities are endless, what the tool does is transfer your concepts to something much more visual!
The more support I receive from the public, the more time I can devote to improving all aspects of the tool and improving the experience as soon as possible. This means that it will not fall into abandonment, I am aware of the responsibility of this project. I do not ask to earn a lot of money or think about Ferraris, but if I can dedicate my life to continue enlarging this tool we will all win. Part of the money will be invested in support for the tool, both for the artistic and functional section.
End User Licence Agreement (EULA).
Age Rating: 4+
Privacy Policy
Android Demo
SDK 25.
NDK 16b.
Build in the 7.1.1 Android version.
Nexus 6 2014 in 2560x1080 resolution surface, average: 40-48, but you can see bigger numbers... I have a batery problem...(too old), unstable framerate.
Oppo Reno Snapdragon 710: A real beast more than 120 fps and ultra smooth.
Xiaomi A2 Snapdragon 660: 50-60, very stable.
I will continue to do test in more smartphones, but if you can add a feedback of the demos, it will be a big help to get an performance aproximation.
I'm impatient to see what games or apps you can create with the engine.
* I accept all kinds of criticisms to know which parts of the editor you liked less to prioritize changes.
DARKSPINE LEVEL EDITOR FRAMEWORK
What is promised is debt [UNDER CREATIVE COMMONS V1 LICENCE.
Git hub repository:
Build software better, together
GitHub is where people build software. More than 65 million people use GitHub to discover, fork, and contribute to over 200 million projects.
github.com
Because new lessons are learned every day, and unite we can make bigger progress. I feel that this project belongs to the whole world, without owners, without conditions. I hope you enjoy this editor and bring you a lot of happiness. Feel free to modify it, redistribute it, or sell an improved version of it. For gamers, I hope you can soon enjoy future contributions, stories ..... And that magic is preserved that leaves us all dazzled every time we unseal a video game and take the leading role, euphoric to discover new worlds. Much love for all.
YOYOGAMES, I hope you have been able to get great ideas from this extension to improve your product. I look forward to the day you can implement live coding and live room editing in the near future. Best wishes to you.
MARKETPLACE
Description
Hello World! DarkSpine is a real-time level editor created natively for GameMaker Studio 1/2 Directly inspired by the UbiArt Framework, DarkSpine arrives with implementations to maximize workflow. You can create all kinds of systems and customize the tool to extend its functionalities. The current list of features is as follows:
- Play and Stop your levels in real time without the need of recompiling.
- Chaining operations.
- Terrain editor.
- Tween editor.
- Vertex editor.
- Collider editor.
- Particle editor.
- Physics and Joints editor.
- Dynamic layer manager.
- World Undo-Redo system (Including all data and parenting operations).
- Object scripting customizing components from the editor .
- Per depth-range 3D vertex lighting.
- Object parenting system (Inherit presets data).
- Graphics manager (including different methods to draw)
- Json level packaging.
- Workspace saver.
- Assets manager.
- Projects and level structure.
- Grid menu.
- 2.5D Transformations.
- 2D/3D Hybrid camera system.
- 3D Compatible UI interface.
- Tween Sequences scriptable in every node.
- Automatic texture flushing when it´s needed.
- Dynamic Full/Windowed resizable screen.
- Customizable/extendable interface, icons, camera, etc...
- Dynamic Copy/Pasting system, included parented data.
- Warning messages on screen, helping you avoiding unnecesary crashes.
- Secure save system in case of crash scripting an object.
- Darkspine Level updater.
- Android Demo COMPILED WITH GMS1 1.4 (non YYC): https://drive.google.com/open?id=1Gl0F0MucU_VBV2sR1NanpTKhUmiUNJSV
DarkSpine uses a system to update your levels in the case of making internal modifications, these modifications affect the base object, where in no way will it interfere with the custom objects that you have created for the tool.
The tool is fully compatible with projects already started without it. DarkSpine only needs 1 room to start and start working with its own storage system. For example, it can be very useful to design bonus levels or your own cinematic menus. The possibilities are endless, what the tool does is transfer your concepts to something much more visual!
The more support I receive from the public, the more time I can devote to improving all aspects of the tool and improving the experience as soon as possible. This means that it will not fall into abandonment, I am aware of the responsibility of this project. I do not ask to earn a lot of money or think about Ferraris, but if I can dedicate my life to continue enlarging this tool we will all win. Part of the money will be invested in support for the tool, both for the artistic and functional section.
End User Licence Agreement (EULA).
Age Rating: 4+
Privacy Policy
Android Demo
SDK 25.
NDK 16b.
Build in the 7.1.1 Android version.
Nexus 6 2014 in 2560x1080 resolution surface, average: 40-48, but you can see bigger numbers... I have a batery problem...(too old), unstable framerate.
Oppo Reno Snapdragon 710: A real beast more than 120 fps and ultra smooth.
Xiaomi A2 Snapdragon 660: 50-60, very stable.
I will continue to do test in more smartphones, but if you can add a feedback of the demos, it will be a big help to get an performance aproximation.
* I accept all kinds of criticisms to know which parts of the editor you liked less to prioritize changes.
UPDATE HISTORY:
GMS2.3 - Version 2.3.20. Published May 7, 2021
UPDATE 2.3.20: * CrashFix related with the new array accessors.
GMS2.3 - Version 2.3.18. Published December 22, 2020
UPDATE 2.3.18
GMS2.3 - Version 2.3.16. Published August 28, 2020
Nodes-BugFixes
GMS2.3 - Version 2.3.15. Published August 26, 2020
Ide_improvements
UPDATE 2.3.17
* Tween Resume fix.
* Changed the order executing the initial tweens while we are playing a level, giving you the the possibility to stop them.
* Bug fix adding and selecting sprites.
* Bug fix input detection in tween mode.
* Bug fix loading the editor in vertex mode.
UPDATE 2.3.14
* Added a buffer to draw a room box.
* CrashFix changing the depth of layer when you mix characters and numbers.
* CrashFix copy/pasting and object from a level to another one.
UPDATE 2.3.13
* CrashFix leaving an empty folder in the sprite menu.
* CrashFix adding a new layer in GMS 2.3 version.
UPDATE 2.3.12
* CrashFix executing a particle system before set any feature from the particle editor.
* Bugfix drawing tween sequence nodes.
* Bugfix drawing vectors in polygon mode.
UPDATE 2.3.11 Gml_sintax_update
* The GML syntax has been adapted to version 2.3. At the moment the arrays and their functions.
* Fixed the keyword "other" that cause issues in 2.3.
* Cleaned the 100% of Obsolete Functions and keyframes.
*DarkSpine is 100% functional again.
UPDATE 2.3.01
* Project Converted to 2.3, the following updates will be named as 2.3.xx.
* CrashFix in MultiEditMode blocking the sprite selection in multiple objects.
* The sprite editor can now reproduce all Spine animations to make it easier to select a sprite.
* The entire project has been moved to a single folder, making it much easier to update the extension.
UPDATE 2.2.1
* BUGFIX inserting negative numbers in Tween Mode.
UPDATE 2.2.0
* Tween Scriptable in 3 different events (Play,End,Stop) for each node.
* Added a third column to call a script when we are Stopping a tween of any node.
* Bugfix in the coordinates of an added node in 3D orthografic/Fixed mode.
* Added some Tween Scripts examples for the sequences.
* Updated the pipeline optimizer.
* Runtime level update 0.838.
* Added a new level in the folder "included files", you an call this level from the editor,
after this is automatically added on the list.
UPDATE 2.1.0
* Minor bug fixes.
* Crash fix in multiselection mode. Now it works with chaining operations.
* ADDED THE NEW TWEEN SEQUENCES TOOL.
* ADDED A CALLBACK TO EXECUTE A SCRIPT FROM THE START/END SCRIPT FOR EVERY NODE OF A SEQUENCE.
* THE UI INTERFACE ARE NOW COMPATIBLE IN 3D MODE.
* If an object contains a variable called "z", the tween sequence property "Depth" is automatically changed to "z".
* Added a quick view access in the Ui to see the transformation settings of a target.
* Bug fix in a false traslation with a targeted object while we are canceling a question panel.
* THE LEVEL PACKAGE HAS BEEN UPDATED WITH A NEW LEVEL WITH A TWEEN SEQUENCE EXAMPLE.
* More functions are cleanead/optimized.
* Added a new cleaned package structure with a new level demo adding more draws and sequences.
* Replaced the script "dks_cord_vertex_to_screen" and "dks_cord_object_to_screen" to get the screen coordinates in 3D perspective.
UPDATE 2.0.1
* Bugfix exiting and entering into the workspace while we are managing the animation mode.
* Buffix managing a particle system in Tween mode.
* Working on Tween Ghosted sequences.
UPDATE 2.0
* New dynamic camera system has been implemented.
* Added 2 global mouse variables [global.mouse_xd] and [global.mouse_yd] to manage any camera system.
* Bug fix when you resize the application surface.
* Fixed some Gui elements
* The 80% of the Core and Custom objects has been documented.
* The scripting core modes and setters has been documented.
* The Terrain tool has been documented.
* The Editor Scripting core has been edited.
* The Physics scripting core has been documented.
* A set of script has been renamed or deleted.
* The Level scrpits system has been documented.
* The vertex buffer system has been documented.
* The Json file managment has been documented.
* The resource tree has been reoganized for a better managment.
* The managment of the ingame scripts has been documented.
* The menu managment has been documented.
* The realtime simulation launcher has been documented.
* The workspace scripts has been documented.
* Cleaned a ton of redudant code of the most important scripts.
* Cleaned a set of scripts that was contain some spaguetti coding (probaly i will found more from prototyped scripts).
* Added text and color indentification for the nearest object relative to the mouse,
telling us if a deco object is transformed into another and executed [lime],
if this contains the id for a future swap [orange],
of if this one is a simple Deco object [White].
GMS2.3 - Version 2.3.20. Published May 7, 2021
UPDATE 2.3.20: * CrashFix related with the new array accessors.
GMS2.3 - Version 2.3.18. Published December 22, 2020
UPDATE 2.3.18
- Bug fix with grid color option settings now you can set the grid color properly like other objects.
- Grid color are now saved in the workspace.
- Object colouring are now an undoable action.
- Bug fix setting childs and switching into another setter.
GMS2.3 - Version 2.3.16. Published August 28, 2020
Nodes-BugFixes
- BugFix selecting bezier nodes in a non-closed polygon.
- BufFix hiding/showing the bezier nodes by pressing the ALT key in a non-closed polygon.
- Code style cleaned in all scripts.
GMS2.3 - Version 2.3.15. Published August 26, 2020
Ide_improvements
- BugFix swapping terrain textures with the shortcut keys [WASD].
- Setting a texture of a vertex buffer now changes automatically the draw method to "dks_draw_vertex".
- Added a buffer to draw a room box.
- CrashFix changing the depth of a layer when you mix from the input box characters and numbers.
- CrashFix copy/pasting an object from la level to another one.
UPDATE 2.3.17
* Tween Resume fix.
* Changed the order executing the initial tweens while we are playing a level, giving you the the possibility to stop them.
* Bug fix adding and selecting sprites.
* Bug fix input detection in tween mode.
* Bug fix loading the editor in vertex mode.
UPDATE 2.3.14
* Added a buffer to draw a room box.
* CrashFix changing the depth of layer when you mix characters and numbers.
* CrashFix copy/pasting and object from a level to another one.
UPDATE 2.3.13
* CrashFix leaving an empty folder in the sprite menu.
* CrashFix adding a new layer in GMS 2.3 version.
UPDATE 2.3.12
* CrashFix executing a particle system before set any feature from the particle editor.
* Bugfix drawing tween sequence nodes.
* Bugfix drawing vectors in polygon mode.
UPDATE 2.3.11 Gml_sintax_update
* The GML syntax has been adapted to version 2.3. At the moment the arrays and their functions.
* Fixed the keyword "other" that cause issues in 2.3.
* Cleaned the 100% of Obsolete Functions and keyframes.
*DarkSpine is 100% functional again.
UPDATE 2.3.01
* Project Converted to 2.3, the following updates will be named as 2.3.xx.
* CrashFix in MultiEditMode blocking the sprite selection in multiple objects.
* The sprite editor can now reproduce all Spine animations to make it easier to select a sprite.
* The entire project has been moved to a single folder, making it much easier to update the extension.
UPDATE 2.2.1
* BUGFIX inserting negative numbers in Tween Mode.
UPDATE 2.2.0
* Tween Scriptable in 3 different events (Play,End,Stop) for each node.
* Added a third column to call a script when we are Stopping a tween of any node.
* Bugfix in the coordinates of an added node in 3D orthografic/Fixed mode.
* Added some Tween Scripts examples for the sequences.
* Updated the pipeline optimizer.
* Runtime level update 0.838.
* Added a new level in the folder "included files", you an call this level from the editor,
after this is automatically added on the list.
UPDATE 2.1.0
* Minor bug fixes.
* Crash fix in multiselection mode. Now it works with chaining operations.
* ADDED THE NEW TWEEN SEQUENCES TOOL.
* ADDED A CALLBACK TO EXECUTE A SCRIPT FROM THE START/END SCRIPT FOR EVERY NODE OF A SEQUENCE.
* THE UI INTERFACE ARE NOW COMPATIBLE IN 3D MODE.
* If an object contains a variable called "z", the tween sequence property "Depth" is automatically changed to "z".
* Added a quick view access in the Ui to see the transformation settings of a target.
* Bug fix in a false traslation with a targeted object while we are canceling a question panel.
* THE LEVEL PACKAGE HAS BEEN UPDATED WITH A NEW LEVEL WITH A TWEEN SEQUENCE EXAMPLE.
* More functions are cleanead/optimized.
* Added a new cleaned package structure with a new level demo adding more draws and sequences.
* Replaced the script "dks_cord_vertex_to_screen" and "dks_cord_object_to_screen" to get the screen coordinates in 3D perspective.
UPDATE 2.0.1
* Bugfix exiting and entering into the workspace while we are managing the animation mode.
* Buffix managing a particle system in Tween mode.
* Working on Tween Ghosted sequences.
UPDATE 2.0
* New dynamic camera system has been implemented.
* Added 2 global mouse variables [global.mouse_xd] and [global.mouse_yd] to manage any camera system.
* Bug fix when you resize the application surface.
* Fixed some Gui elements
* The 80% of the Core and Custom objects has been documented.
* The scripting core modes and setters has been documented.
* The Terrain tool has been documented.
* The Editor Scripting core has been edited.
* The Physics scripting core has been documented.
* A set of script has been renamed or deleted.
* The Level scrpits system has been documented.
* The vertex buffer system has been documented.
* The Json file managment has been documented.
* The resource tree has been reoganized for a better managment.
* The managment of the ingame scripts has been documented.
* The menu managment has been documented.
* The realtime simulation launcher has been documented.
* The workspace scripts has been documented.
* Cleaned a ton of redudant code of the most important scripts.
* Cleaned a set of scripts that was contain some spaguetti coding (probaly i will found more from prototyped scripts).
* Added text and color indentification for the nearest object relative to the mouse,
telling us if a deco object is transformed into another and executed [lime],
if this contains the id for a future swap [orange],
of if this one is a simple Deco object [White].
Last edited: