Possible future candidate for an adventure map
From my point of view, creating a tool, that would perform your desired action efficiently, is often better than just doing mentioned thing.
In last few days I've developed a small tool that translates given commands into series of WorldEdit plugin commands, and provides simple interface for writing dynamic scripts that modify world contents, even without having access to server to be able to import JS scripts.
Since game handles input nicely, a single message can be sent every 200..300ms, meaning that subset of commands needed to change selection bounds and perform desired operation over it often takes less than a second to perform, in comparison to minute-measured time needed to do same manually.
This opens rather interesting perspectives of automating creation of typical structures, as well as making it possible to push procedurally generated content into game easily.
Yesterday I've spent some time to port part of RPG05's dungeon generator for use with this, and this is the result.
Today I've made a example of implementing local highscores (via webdata functions) and user input (via keyboard_check_*... at least until I'll add some code to event handles in framework) in Tululoo.
This simple function will output (trace) hierarchy of chosen DisplayObjectContainer when called. This is useful for looking up what's added to stage "overall" or just checking how many nodes does your movie has.
Video credit: 'asdfmovie song by LilBruceWayne'
As you may know, HTML5 standard includes <video> tag support.
This adds some
crazy interesting possibilities that can be used in games as well.
A common wish is to have a video playing as part of game or as its background overall.
Here I'm going to explain methods of doing this in Tululoo.
Some code that I made to test how (and if) getting joystick\gamepad state via winmm would work in C#.
Contains required structs, functions, and fallback to joyGetPos if joyGetPosEx does not work for some reason.