Asset - Extension DarkSpine Level Editor FrameWork [2.2] Full Release GMS1/GMS2

JaimitoEs

Member
DARKSPINE LEVEL EDITOR FRAMEWORK
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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: https://drive.google.com/open?id=1Gl0F0MucU_VBV2sR1NanpTKhUmiUNJSV
  • Windows Demo: https://drive.google.com/open?id=1rjI0Mlf04j_4Z3CvVG0yCxaoPtM-J6nD
  • NewWindowsDEMOAppData: https://drive.google.com/open?id=1ETWgyGDoqiFcWUd0qsGWhPTI70dOWSx4
When you import the extension, you will find more than 650 scripts, of which many are reusable ingame. These Scripts are ordered in all sections with the same name "DarkSpine", so in each update it will be easier to replace these folders. Always operate out of that range so you don't lose your information or duplicate content.

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.

If you decide to buy the tool, it is highly recommended that you register on the website https://www.solostudio.tech/ to report bugs and meet people who share the same tool in order to help and focus on any problem related to the tool. I will support online from that website.

** EXTENSION INSTALATION INSTRUCTIONS**

  • Download the extension and import this in your project, and then add all the files into your resource tree.
  • Uncompress the included file DarkSpine.rar opening this in the explorer.
  • Put the folder on your local data of your project "C/Users/yourUserName/AppData/Local/YourProjectName
  • RUN.
Warning: For the project, the datapack levels are only compatible with the file included in the folder "included files", don´t mix with the Demo pack.

More info

End User Licence Agreement (EULA).

GMS2 - Version 2.2.0. Published June 13, 2020
//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 can call this level from the editor, after this is automatically added on the list.

Age Rating: 4+
Versions
GMS1 - Version 1.0.9. Published January 24, 2020
*More debug messages removed.
GMS2 - Version 2.1.0. Published June 6, 2020
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.
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.

Windows Demo + DemoappData (Best with Xbox 360 Controller) JUST EXTRACT THE FILES WITHOUT CREATING A FOLDER, ON APPDATA LOCAL!
Unlocked editor, you can access it, but limited to the test sprites and the inexistent list of compatible objects ( you can get the name in the inspector panel and call it into a deco object, or you can take a look from the resource tree on marketplace... .
Ability to create great worlds Try yourself...
If you decide to get the full version, the demo version needs to be uninstalled.
https://solostudio.tech















I'm impatient to see what games or apps you can create with the engine.
More info
* I accept all kinds of criticisms to know which parts of the editor you liked less to prioritize changes.
 
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8BitWarrior

Member
Awesome to see DarkSpine finally released! You have definitely put lots of work into it and made great use of TweenGMS as part of the package. Looking forward to seeing what people make with it. ^.^
 

JaimitoEs

Member
Added the AppData to running the editor from the .exe demo!
Awesome to see DarkSpine finally released! You have definitely put lots of work into it and made great use of TweenGMS as part of the package. Looking forward to seeing what people make with it. ^.^
For you sir I have sent you a special gift! Thank you very much for the comment, I am impatient to see what people can do with the tool.
I miss emoticons to give hugs and hearts from the forum.:rolleyes::rolleyes::rolleyes: Again Thanks!!
 
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This looks pretty cool! I like a lot of the concept that you've built. I am currently building a big top-down turn-based RPG, so I am not sure it will help me much there, but once it's done and released my daughter would like me to work on a 2.5d beat-em up concept we came up with when she was little and this might work for that. Would this support a walking area with depth like those games have if I made some adjustments? I still have a couple years development on my RPG so plenty of time to talk about it. I will buy it to support you and I look forward to the GMS2 version.
 
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JaimitoEs

Member
UPDATE 1.0.5
* The extension TweenGMS has been merged with the DarkSpine extension.
* Cleaned the appDataPack tree.

INSTALATION INSTRUCTIONS

  • Download the extension and import this in your project, and then add all the files into your resource tree.

  • Unzip the file "DarkSpineAppData.rar" in the local folder of your project (you must to create a folder with your project. name if this does not exists "user\appdata\local\YourProject\"Darkspine extraction").

  • RUN.
 
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JaimitoEs

Member
This looks pretty cool! I like a lot of the concept that you've built. I am currently building a big top-down turn-based RPG, so I am not sure it will help me much there, but once it's done and released my daughter would like me to work on a 2.5d beat-em up concept we came up with when she was little and this might work for that. Would this support a walking area with depth like those games have if I made some adjustments? I still have a couple years development on my RPG so plenty of time to talk about it. I will buy it to support you and I look forward to the GMS2 version.
Thank you very much for your kind words @Adam Pippin , I will work hard to get Gms2 as soon as possible ...
On the beat-em up, imagine that this is exactly the same methodology as GameMakerStudio, but with the addition of the Z-buffer, it is totally viable for Top-Downs, beat-em up etc ... You can Play with the depth and transformations of your objects with or without the Zbuffer activated. What it does not have in itself is a totally 3D collision system, the collision it ´s still 2d, but the camera is adapting to give that impression. So totally yes! a perspective beat-em up can be done in the same way but profiting the 3d!:) @Adam Pippin Thank you for your support!!! Yesterday I was so tired that I didn't read about your contribution! Much love for you Man!!!
 
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JaimitoEs

Member
Starting the level intermediate tutorials, object scripting:
*Attention: There is a mistake in the first example! Rookie mistake! in this case the script *dks_level_load* Need to be passed with the 2 original variables. Looking like this: "dks_level_load( level_folder, level_name)". Sorry for the inconvenient! * Deco object execute by default a draw method, we can choose a non-inherit draw event, writing your draws on your custom object, also you can setup a new draw method script hover the deco object from the editor without the need to break the deco draw event.

Enjoy!

I´ts fine for you if I made this in 21:9 aspect? I will try to sound more natural, listening the old videos, i´m feel like a robot...:p:rolleyes:
 
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JaimitoEs

Member
Update 1.0.6
GMS1 - Version 1.0.6. Published January 17, 2020

  • The redundant code has been cleanead.
  • The script resources has been cleanead.
  • General bug fixes.
  • Undo-redo system bug fix.
  • The extension package has been cleanead.
  • Starting gms2 port.
 

JaimitoEs

Member
I know I am monopolizing the forum but, I have not been able to resist sharing this with you ... I am a clone ... I promise to stop posting and continue with my work ... Greetings guys!

Change.org
 

dadio

Potato Overlord
Forum Staff
Moderator
This is incredible!
Keep up the great work!
(And I hope you can continue to support GMS1! - lots of us still use it over GMS2 as our main development / rapid prototype tool.)
 

JaimitoEs

Member
Ohhh thanks for your comment @dadio , we appreciate the encouragement! About version 1, it's my baby, it won't fall into abandonment, I'll keep improving it.:):):):):)

Edit: A tool is also being built that will be implemented in the main menu to modify our json files, such as being able to rename our assets in case these have been changed in GMS1 / 2 for example, among other functions.
 
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JaimitoEs

Member
GMS1 - Version 1.0.7. Published January 20, 2020
1.0.7: Bug fixed:

  • Bugfix returning an input value when you undo an action.
  • Inproved a gui script.
  • bugfix in layer reordering settings.
GMS2 progress:

  • All compatibility data removed, all are exectuted natively.
  • A group of Ui 3D draws are passed to a single buffer.
  • Cameras projection recreated.
 

JaimitoEs

Member
GMS1 - Version 1.0.9. Published January 24, 2020
Important fixes:

  • Bug fix selecting a sprite folder.
  • Bug fix retuning a non real data.
 
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JaimitoEs

Member
DARKSPINE GMS2 RELEASE [Read below]

GMS2 - Version 1.9.9. Published February 21, 2020

FIRST RELEASE OF DARKSPINE GMS2 VERSION

ATTENTION:

  • In the GMS2 version there are 2 errors that have not yet been corrected. You can find more information on the SoloStudio website.

  • Who collaborates on the official website of SoloStudioTech solving the problem will reward the community, and will be rewarded in the future. The reason why I have not started looking for the error is because I have decided to take a mental break to return with more force. If at that time the error has not been resolved, I will put myself to it and continue with the second season of DarkSpine with new features and expand this diamond in the rough.
 
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JaimitoEs

Member
I´m still continuing programming DarkSpine and reducing the price to 19.99 ... Enjoy!

We come back to still updating to the version 2.0.0!
* Working on: Documentation and bug fixes.

MARKETPLACE

DARKSPINE GMS2 RELEASE [Read below]

GMS2 - Version 1.9.9. Published February 21, 2020
FIRST RELEASE OF DARKSPINE GMS2 VERSION

ATTENTION:


  • In the GMS2 version there are 2 errors that have not yet been corrected. You can find more information on the SoloStudio website.
 
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JaimitoEs

Member
DARKSPINE GMS2 RELEASE 2.0

UPDATE GMS2 - Version 2.0.0. Published MAY 7, 2020
GOLD RELEASE OF DARKSPINE GMS2 VERSION

FIXED PRICE OF 29,99 DOLLARS

///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].
 

JaimitoEs

Member
Update 2.0.1
* Bugfix exiting and entering into the workspace while we are managing the animation mode.
* Bugfix managing a particle system in Tween mode.
[ Working on Tween Ghosted sequences.]
 

JaimitoEs

Member
Next updates (in 2 or 3 days, i´m testing):

3D interface (manage the editor in any perspective):

Dinamic view/projection/window resizer:

3D tween sequences:
 

JaimitoEs

Member
GMS2 - Version 2.1.0. Published June 6, 2020
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 cleaned/optimized.
  • Added a new cleaned package structure with a new level demo adding more draws and sequences.
 

JaimitoEs

Member
GMS2 - Version 2.2.0. Published June 13, 2020
//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 can call this level from the editor, after this is automatically added on the list.
 
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