TMC's Shoot Em Up Construction Kit - Dev Diary==================================
First Post. Gulp.
Windows PC project started on 01.04.12 and i expect it to last about 2 years. ( i'm a slow coder

).
I've started off learning the Blitzmax GUI system.
Which has been an absolute nightmare so far.

Purely because of the lack of documentation and tutorials.
The good news is that Max GUI ( the GUI System, graphical user interface, windows, buttons, sliders ect ), is now included with the latest release of Blitzmax and not a seperate purchase and download.
So, i've upgraded to the latest version in the hope it will be the most stable.
But although the GUI commands are extensively documented within Blitzmax, the examples are very few and far between and they often assume knowledge of other GUI functions and commands.
Although i've had limited experience with the GUI system in the past, i now need to do a much more complex GUI system and i'm really a newb when it comes to GUI.
There is only one Max Gui tutorial that i can find. Which is pretty good, but it's only for beginners.
If it doesn't cover the topics i'm interested in then i'm really stuck and left browsing the forums for possible clues to a solution which is a very slow and painfiul process.
But, i'm making slow headway and it's gradually taking shape.
But i've had a lot of frustration so far.
The screenshot attached is one of my first few windows.
The background editor window.
It's pretty basic at the moment. With not much functionality.
I expect to add more features as time goes by.
But it shows the window where the backgrounds to the game can be designed.
The black square window is the canvas where the background will be drawn.
I've decided to use a fixed number of layers for this editor. 10 in total, which each can have seperate parallax scroll speeds.
Layer 10 is the deepest layer and gets drawn first as it's farthest away.
With layer 1 being the nearest.
The layer system is different to the system used in Zytron II.
In my shooter i used individual parallax and depth values for each image.
Which made it very flexible. But in practice i found i didn't need that flexibility.
So, i've decided to go for a much easier route and use a fixed number of layers this time round which i think users would prefer.
Static backgrounds are also possible simply by setting the parallax speeds to 0.
As in my Zytron II background level editor, to create the backgrounds the user simply scrolls around the level and hitting return places an image in the level.
As with Zytron II, i'm using a sprite based background system and not tiles.
Which means background images of different sizes can be used.
Each background image will again have loads of attributes that will affect the way it's rendered.
Scale, color, rotation, ect which makes for a pretty flexible system.
Now that i've got the basic background editor written i'll make a start on the Background Image Library editor window next.
This editor will allow users to scroll through a list of background images and select the ones they want to use in the level.
Once thats coded, i'll return to the background editor and add the code that places and edits the images in the level.
TMC