Very interesting. For what I still consider a hack, it works pretty well and should be usable by the average SketchFighter user. A few things though (about beta2, I didn't even get beta1):
- people who know me from the EVDC know I'm a backwards compatibility nazi, in other words, if your stuff can't work on 10.2, then it's wrong. When this goes into production you shouldn't even offer two versions, only one, one that works on 10.2. Otherwise, would it be fair to prevent 10.2 user from getting half of these "levels that use improved assets"? In the same vein, they know that I don't like OSX's built-in zipping feature, which gives trouble to 10.2 users; at any rate apps should be distributed as disk images (dmgs).
- I don't really like how you make the user (the map designer) have to use the script bundle, not many people know about bundles to begin with; admittedly the assets being replaced are in the bundle of SketchFighter itself, but the less the user has to trifle with bundles (especially modify them), the better I think. It would be better to put the new assets in a folder along the app.
- BTW, this "Assets" folder is the equivalent of the "Resources" folder of the SketchFighter 4000 Alpha app, right? I can put a folder named "Sounds" and in it put a new "Upgrade.aif" sound, and it will work, right?
- the folder name of your distribution still contains b1...
- when I first launched it, I was asked (in French no less) whether I want run the script or quit
- it's strange that the script tells me that it replaced the stuff before the app is even located...
- you should leave a more transparent backup of the original files and/or provide a way to restore the original assets (for instance by checking at launch whether the backup folder is empty) in case your script is quit before finishing its job, like when a kernel panic or a power surge happens.
By the way, notice that while SketchFighter 4000 Alpha is running "under" this script, you can use the editor and it will show you the new sprites.
I won't comment on the proof-of-concept replacement and custom level itself (since it's a proof of concept) except for one thing: walls are indeed deeply asymetric, the side you supposed to bump into should be at the right in the Spritemap. So pay attention to this, would-be SketchFighter artists. Notice that as long as only Textures, Sounds and Music are replaced, the game doesn't change an inch, the game still behave the same, sprites still have the same collision rectangle, etc... My Hex-fu is very strong, and I can tell you that even if you could add new assets instead of replacing them, you'd still have to replace the master file that describes them, just moving the problem somewhere else.
EDIT: oh yeah, the 5 questions
1. Yes, it did work on my machine (10.4 MacBook)
2. No, I didn't get any particular error
3. I don't think you're going to get in trouble for polling every darn 5 seconds... That's more like delicate probing
4. Personally I wouldn't write something like this to begin with, I think it's already quite usable a hack as it is.
5. I dunno, but the acronym collides with AppleScript Kit, and that's as good a reason as any to change the name.
@firefalcon, on Jan 7 2007, 07:34 PM, said in Beta testers needed (no longer)!:
Works fine on my eMac...and how CAN you make the custum graphics?
I could swear writing a FAQ about that...
This post has been edited by Zacha Pedro : 08 January 2007 - 02:15 PM