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Tutorial/Guide? #21

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@Ryogaag

Hi!
I'm very interested in this engine.
Is there a guide or some tutorial that i can follow?
Thanks!

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  1. bladecoder commented on Nov 24, 2015

    @bladecoder
    Owner

    Hi,

    Unfortunately, I have not enough time to create a good documentation for
    the engine. The best option to learn how to use the engine is to download
    the tests and play with them. The 'venus' test project is a complete game.

    I started to document the engine in the github wiki (
    https://github.com/bladecoder/bladecoder-adventure-engine/wiki) but it
    needs a lot of work (any help will be appreciated).

    There are also some youtube videos showing the engine features. Some of
    them outdated. Check out my channel:

    https://www.youtube.com/channel/UCRFK2_qC6hEGcYA2Ngd6_dw

    Regards,

    Rafael.

    On Tue, Nov 24, 2015 at 4:07 PM, Ryogaag notifications@github.com wrote:

    Hi!
    I'm very interested in this engine.
    Is there a guide or some tutorial that i can follow?
    Thanks!

    —
    Reply to this email directly or view it on GitHub
    #21.

  2. Ryogaag commented on Nov 25, 2015

    @Ryogaag
    Author

    Thanks, I'll try my best to understand this engine from the tests.
    Just one question, i'm not very skilled with gradle (i usually let the eclipse plugin do all the work) what is the correct way to build and run the editor?
    I tried importing it in eclipse with gradle but it gives me problems with javafx (he doesn't find it)
    thanks

    EDIT: nevermind i figured it out, it was very simple, i'm dumb XD

  3. bladecoder commented on Nov 25, 2015

    @bladecoder
    Owner

    Hi Ryogaag,

    You can build the editor with gradle from command line or from eclipse
    using the gradle plugin.

    The latest editor release ready to run can be downloaded from the git
    releases page:

    https://github.com/bladecoder/bladecoder-adventure-engine/releases/download/v0.9.1/adventure-editor-0.9.1.zip

    I usually generate a release from command line with this sentence:

    ./gradlew distZip

    JavaFX is necessary for the editor to show the File Dialog. JavaFX comes
    with the Oracle VM by default but if you are using the OpenJDK you have to
    install apart. In Ubuntu for example is just with this sentence:

    $ sudo apt-get install openjfx

    Regards,

    Rafael.

    On Wed, Nov 25, 2015 at 10:36 AM, Ryogaag notifications@github.com wrote:

    Thanks, I'll try my best to understand this engine from the tests.
    Just one question, i'm not very skilled with gradle (i usually let the
    eclipse plugin do all the work) what is the correct way to build and run
    the editor?
    I tried importing it in eclipse with gradle but it gives me problems with
    javafx (he doesn't find it)
    thanks

    —
    Reply to this email directly or view it on GitHub
    #21 (comment)
    .

  4. bladecoder commented on Nov 25, 2015

    @bladecoder
    Owner

    I attach a screenshot from the Eclipse used to develop the Engine. I have the engine and all the tests imported with the gradle plugin.

    blade_engine_eclipse

  5. Ryogaag commented on Nov 26, 2015

    @Ryogaag
    Author

    Thanks!
    I'll try to fix the javaFX problem, it's not a problem with my instalation of java (i use the official release not the openjdk) looking on the internet it appears to be a problem with eclipse.

  6. bladecoder commented on Nov 30, 2015

    @bladecoder
    Owner

    A detailed review has been published by the Game From Scratch site:

    http://www.gamefromscratch.com/post/2015/11/30/A-Closer-Look-At-The-Bladecoder-Adventure-Engine.aspx

  7. Ryogaag commented on Nov 30, 2015

    @Ryogaag
    Author

    thank you! this will be very helpful, but i started using it and i saw for myself that this editor is very simple and well made. i had no trouble figuring out how it works.
    You really did a great job.
    Since i'm here i was wondering if multilanguage is already implemented and how it works in your editor.
    Thanks

  8. bladecoder commented on Nov 30, 2015

    @bladecoder
    Owner

    Multilanguage is fully implemented. You can look at the 'venus' project that is translated in English and Spanish.

    For each chapter, you have a .properties file with all the texts in the model folder inside assets. The editor automatically puts all the texs there.

    For example, for a chapter named 'chapter1', if you write all texts in English, you will have the files:

    model/chapter1.chapter.json
    model/chapter1.properties <- automatically managed by the editor. All english texts

    To translate the game to spanish you create the next file:

    model/chapter1_es.properties

    This file can be created copying the English file and then you have to translate all texts in this file to Spanish.

    Thats all.

  9. Ryogaag commented on Nov 30, 2015

    @Ryogaag
    Author

    Thanks this is great!

  10. bladecoder commented on Dec 1, 2015

    @bladecoder
    Owner

    I created a forum to create a community around the engine. A place where users can ask for support, features, share ideas, etc...

    https://groups.google.com/forum/#!forum/bladecoder-adventure-engine

  11. jdiperla commented on Jul 3, 2016

    @jdiperla

    Might want to add that link to the readme. Also, a more detailed tutorial on making a lucasarts gui would be great.

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