sorry because of the 5MB limit I have to compact and remove some more.
this is not just a pey editor, it is a media product of a editor with full feature. But I don't when it will finish. no much time on it. I am sorry.
Pretty neat! Parts of it remind me of some of the plans I had for Pey. Good to see someone else thought it was an important thing to make. Reminds me, I need to spend some more time on Pey this week.
my colleague made a pey-like editor used qt, but it only could be compiled as window.
I promise I will open source it one day, but not now. the code now is mess up.
Hi laschweinski, I only just downloaded this for the first time and was very impressed! We desperately need something like this. The Chinese in the app makes it difficult to understand what works and what doesn't. Is the english version any closer?
eyecreate, have you had much time for pey lately?
Holding hopes for both apps. Orx application configs can become tangled webs if you're not organised.
I've been highly distracted by my new gadget recently so I haven't had the chance to hunt down what was causing compile errors when using the newer Orx engine. I think I'm going to try the official 1.3rc soon to see if that changes anything from the last SVN I took.
The svn currently is very similar to the 1.3rc0. It only has a new curve for FXs named smoother using the equation 6x^5 - 15x^4 + 10 x^3 giving 0 for second derivated term at extremities, whereas the smooth curve doesn't (3x^2-2x^3 only has 0 for the 1st derivated term at extremities). It also has a cleaner code for the profiler display that will adapt to always use a landscape orientation.
So it's likely you'll still have your compile error unless there's something I missed somewhere.
Can you give me more details about that error?
Ah you mean the linker errors with the missing dlmalloc symbols then?
Sorry thought you had new compiler errors. I'm still not sure why the symbols get stripped for you. Have you tried to get the preprocessed output for orxMemory.c and see if the dlmalloc code was correctly embedded in it?
Haha, can't believe it, 1.3rc0 doesn't have the linking issue. No idea what was causing it in the revision I was using from SVN. Now I get segfaults in my own code. Time to get a digging!
I'm sorry to say that at this point, Pey is on indefinite hold. Other areas have needed my attention more and I have reached a difficult refactoring of my code. I need to focus more on writing the game I originally set out to make in Orx instead of Pey since my time is limited. If someone would like source code of current status, I can provide.
I'm sorry to hear that but the lack of time is something I know all too well.
As for the source, I'd be interested and I can host them on orx's site in your own space, if you want.
@Mystic: i put that in when making Pey more shortcut friendly. i was putting shorcuts for the other menu items and figured it was one combo nobody was already using. ;-)
@iarwain: it's waited til now, it can wait the rest of this week. :-)
That's the same repository that will contain orx when I'm done with the next version (ie. after finishing the skeletal animation support).
The project is currently looking for a dev/maintainer so feel free to contact me if you're interested and I'll give you write access to the repository (or simply clone it on your own account if you'd rather do that).
Comments
this is not just a pey editor, it is a media product of a editor with full feature. But I don't when it will finish. no much time on it. I am sorry.
Hi laschweinski, I only just downloaded this for the first time and was very impressed! We desperately need something like this. The Chinese in the app makes it difficult to understand what works and what doesn't. Is the english version any closer?
eyecreate, have you had much time for pey lately?
Holding hopes for both apps. Orx application configs can become tangled webs if you're not organised.
So it's likely you'll still have your compile error unless there's something I missed somewhere.
Can you give me more details about that error?
Sorry thought you had new compiler errors. I'm still not sure why the symbols get stripped for you. Have you tried to get the preprocessed output for orxMemory.c and see if the dlmalloc code was correctly embedded in it?
I forgot to put it here.
here is the english version. https://forum.orx-project.org/uploads/legacy/fbfiles/files/orx__________________.zip
As for the source, I'd be interested and I can host them on orx's site in your own space, if you want.
Really sorry about that.
I'll try hard to put the sources online before the end of the week. I can do it!
@iarwain: it's waited til now, it can wait the rest of this week. :-)
That's the same repository that will contain orx when I'm done with the next version (ie. after finishing the skeletal animation support).
The project is currently looking for a dev/maintainer so feel free to contact me if you're interested and I'll give you write access to the repository (or simply clone it on your own account if you'd rather do that).
@Eyecreate: Sorry for such a long delay, really.