Just a small update. I managed to implement the Undo-Redo, and photoshop history feature pretty easily into the Map Editor, only took a couple hours. I also have down what I am going to do about the selection stuff from an algorithm point of view, I am just not sure how I should integrate this into the effectively GUI at the moment. And in other news I got bored and started looking into multi-platform coding.
The other thing I have been doing a lot of reading about is the android-NDK and writing multi-platform code, which is what I want to do for the Coins game. So far everything is good on this part. The only thing I am worried about is on Android the OpenGL surface view creates it’s own thread for drawing, and in this case I am going to have to do some trickery to get around this as I want constant speed/updates across all platforms. But for now I have been just setting up a Windows build. After I get some of the architecture done I am going to test it out on Android. I also tried out a test Linux build, however to my dismay my Linux install does not have the OpenGL libraries that I need, and furthermore I apparently can’t get them for my distribution becuase my distribution is no longer supported…. yay! And I do not at the moment want to risk playing with that because I need that machine for other things as well, and do not want to run into a situation where I make it useless.
Creating some of the multi-platform code has been easier then I thought, especially after making the decision to go OpenGL. Since for the most part different platforms for my case only differ at Asset loading/management, Input, Entry etc. I can just abstract these layers out and develop the game while only having to write different code for these different systems according to each platform(while keeping hardware considerations in mind). I also decided to go with a more data-driven/orient approach from the start with this game as it will be much more flexible.
Anyway that is about it for now. peace!