Dev Blog: New BiomeClustersBrowser

The last few days I’ve been thinking about how to improve the BiomeClustersBrowser into something a little more helpful in regards to all the data one biomecluster can hold. So I decided to collect the most important information of the cluster and present it right away in the browser, so you can see at once, which biomecluster you want to be editing further. I also integrated a search command to search and filter the BiomeClusterList by: Names Selection Criterias Stamps Grass Decorations So now you could search for ‘RealRock’ or…

Read more

Dev Blog: New Cleaner & Bugfixes

For the last few days I have been working on completely rewriting the ‘Cleaner’. This piece of code deletes all the empty properties before writing a yaml file. It already existed in EPD before, but it wasn’t very reliable and did not clean every single property. Now it should work very reliably and really remove all empty properties from the Yaml. Before I also had to ‘restore’ (reinitialize) the playfield object again in order to beeing able to enter values again after saving a file. With the new cleaner this…

Read more

Dev Blog: Under the Hood

At the moment I am working on the substructure of EPD. Nothing to show off in a big way. When I started to code EPD, I was just beginning to learn WPF (Windows Presentation Foundation). Over the years I’ve gotten to know new development patterns and have partly implemented them already. The major part of EPD, however, still doesn’t use modern design patterns yet. If you have something to do with C# (or .NET in general), you will surely have heard about MVVM. EPD already uses this pattern in its…

Read more

Dev Blog: Added ‘Create New Playfield…’ Mechanics & Closing of Editors

Today I added the mechanics for creating fresh playfields. Therefore I needed a new ComboBox in order to beeing able to select fixed respectively random playfield types. It seems that the new ‘Create Playfield’ mechanics work fine so far. I also added a (mock) title bar to the editors with a closing button. Now you can create, open & close the two new editors as you want. Next up: A total rework of the saving & exporting code. I’m not sure yet, if exporting of dynamic parts separately of static…

Read more

Dev Blog: RandomEditor and new Unified UI

Development is progressing rapidly. It looks more and more like this is going to be a major rework. I have now integrated both the Random Editor and the old Fixed Editor interfaces into the main window. They are all separate modules now, that can be loaded and unloaded from the UI. When you now open a fixed playfield yaml, the FixedPlayfieldEditor module is loaded into the user interface. And also the RandomEditor doesn’t open a separate window anymore, but is also loaded into the same mask. This means that all…

Read more

Dev Blog: New Random Playfield Editor coming up

I finally decided to overhaul the current Dynamic Editor and go for a new Random Playfield Editor. After the first ~100 builds the result looks quite ok. Of course, I still have to test all internal Playfield connections and then adjust the read/write code, then sooner or later the preflight, and so on. But I’m cautiously confident that everything will work as I imagine it will. This new editor will allow you to edit the _dynamic and _static yaml file in one single editor and it will feel like editing…

Read more