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Asset - Extension DarkSpine Level Editor FrameWork GMS1/GMS2

Discussion in 'Marketplace' started by JaimitoEs, Jan 11, 2020.

  1. JaimitoEs

    JaimitoEs Member

    Joined:
    Aug 9, 2016
    Posts:
    221
    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.
    [​IMG]
    MARKETPLACE
    Description

    Hello World! DarkSpine is a real-time level editor created natively for GameMaker Studio 1.x. Directly inspired by well-known editing software, 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:

    • Chaining operations.
    • Terrain editor.
    • Tween editor.
    • Vertex editor.
    • Collider editor.
    • Particle editor.
    • Physics and Joints editor.
    • Dynamic 3D layer manager.
    • World Undo-Redo system (Including all data and parenting operations).
    • Event user system.
    • Object scripting.
    • Update! Per depth-range lighting. Not per layer!
    • Object parenting system (Inherit presets data).
    • Graphics manager (including different methods to draw)
    • Json level packaging.
    • Workspace saver.
    • Assets manager.
    • Level folder structure.
    • Grid menu.
    • 2.5D Transformations.
    • 2D fixed Ui camera system.
    • Automatic texture flushing when it´s needed.
    • Full/Windowed screen modes (resizable in windowed mode).
    • Customizable/extendable interface, icons, camera, etc...
    • Copy/Pasting system ( including between levels with 1 object).
    • Warning messages on screen, helping you avoiding unnecesary crashes.
    • Secure save system in case of crash scripting an object.
    • Darkspine Level updater.
    • There are more implementations that we will see little by little.


    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.


    Important reading: This is a release for GMS1, due to the large size of the project and the hundreds of combinations that the tool offers, it may be sensitive in certain sections, but it is fully functional in general terms and is ready to start building your game.

    Another factor to consider is the documentation, apart from what is offered on the SoloStudio Tech website https://solostudio.tech, this is practically inexistent in the scripting side, at the moment... This will change very soon and is set as high priority along with the errors we may find. The following videos will be related to the lighting system, which is very basic and effective without the need of using surfaces or complicated structures. The next documented video will be the icing on the cake, where we will see how to customize objects for later handling from the editor.

    When you import the extension, you will find more than 650 scripts, of which many are reusable ingame. Others will not be and others will be eliminated or modified in order to compact the tool as much as possible. 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!

    Buying the first version of this editor, you will be supporting the project for the future release on GMS2 (it will be sooner than you think). This is intended to correct possible bugs, interface optimization among other functionalities. In addition to this, all buyers will receive the free GMS2 license at launch, which means that you have this opportunity to receive at a reduced price of the 2 licenses.

    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.

    Keep in mind that at the moment I am only one person, but if you like the tool, let me know, it is very likely that the team is enlarged ... NoMoreSoloStudio ... ahem (a bit of humor).
    [​IMG]


    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]


    [​IMG]
    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.
    End User Licence Agreement (EULA).

    Age Rating: 4+
    Version
    GMS1 - Version 1.0.4. Published January 11, 2020
    Attention: DarkSpine is dependent of the asset TweenGms by 8bitWarrior. I have his explicit permission to include the asset.

    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.

    Privacy Policy
     
    Last edited: Feb 21, 2020 at 1:15 PM
    Bart, Xer0botXer0, funkygallo and 5 others like this.
  2. 8BitWarrior

    8BitWarrior Member

    Joined:
    Jun 20, 2016
    Posts:
    44
    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 likes this.
  3. JaimitoEs

    JaimitoEs Member

    Joined:
    Aug 9, 2016
    Posts:
    221
    Added the AppData to running the editor from the .exe demo!
    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!!
     
    Last edited: Jan 12, 2020
    8BitWarrior likes this.
  4. Adam Pippin

    Adam Pippin Member

    Joined:
    Jun 5, 2017
    Posts:
    2
    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.
     
    Last edited: Jan 12, 2020
    JaimitoEs likes this.
  5. JaimitoEs

    JaimitoEs Member

    Joined:
    Aug 9, 2016
    Posts:
    221
    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.
     
    Last edited: Jan 12, 2020
  6. JaimitoEs

    JaimitoEs Member

    Joined:
    Aug 9, 2016
    Posts:
    221
    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!!!
     
    Last edited: Jan 13, 2020
    Adam Pippin likes this.
  7. JaimitoEs

    JaimitoEs Member

    Joined:
    Aug 9, 2016
    Posts:
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    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:
     
    Last edited: Jan 16, 2020
  8. JaimitoEs

    JaimitoEs Member

    Joined:
    Aug 9, 2016
    Posts:
    221
    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.
     
  9. JaimitoEs

    JaimitoEs Member

    Joined:
    Aug 9, 2016
    Posts:
    221
    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
     
  10. ❤️×1

    ❤️×1 Member

    Joined:
    Sep 4, 2018
    Posts:
    31
    *rubbing hands noise*
     
    Adam Pippin and JaimitoEs like this.
  11. dadio

    dadio Potato Overlord Forum Staff Moderator

    Joined:
    Apr 15, 2016
    Posts:
    255
    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 likes this.
  12. JaimitoEs

    JaimitoEs Member

    Joined:
    Aug 9, 2016
    Posts:
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    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.
     
    Last edited: Jan 18, 2020
  13. JaimitoEs

    JaimitoEs Member

    Joined:
    Aug 9, 2016
    Posts:
    221
    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.
     
    Adam Pippin and ❤️×1 like this.
  14. JaimitoEs

    JaimitoEs Member

    Joined:
    Aug 9, 2016
    Posts:
    221
    GMS1 - Version 1.0.9. Published January 24, 2020
    Important fixes:

    • Bug fix selecting a sprite folder.
    • Bug fix retuning a non real data.
     
    Last edited: Jan 24, 2020
  15. JaimitoEs

    JaimitoEs Member

    Joined:
    Aug 9, 2016
    Posts:
    221
    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.
     
    Last edited: Feb 21, 2020 at 10:07 AM
    ❤️×1 and Joe Ellis like this.

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