PelagoHaven
- 4 Devlogs
- 33 Total hours
An alternative, third-party Archipelago Launcher
An alternative, third-party Archipelago Launcher
Here we are again, it’s been a bit of time, so what has happened?
The option editor was updated to actually work (wuhhhhhh), we now handle rendering the options and allow editing of these options, supported option types are:
The editor also now allows selecting the apworld you want to edit and adding new ones (this was hardcoded before).
Up next is a bit of styling work on the option editor, the room setup screen, and maybe getting started with generation of the YAML files.
I too need to again take a look at the option extraction, as I ran into multiple errors with extracting options, ranging from missing deps to other errors.
Bye!
So, it’s time for another devlog. So, what has happened?
As I talked about in the last devlog, I got the program added to the .apworld file format in the Windows Explorer, so that one can install apworlds just by double pressing.
I also made a lot of progress on handling the options creator, originally I wanted to use PyO3 for integrating with the official Archipelago runtime, which I realised isn’t that great of an idea as shipping a Python interpreter with it is kind of a pain. So I ended up using PyInstaller to create an executable of the runtime + my wrapper and bundling that executable with the application.
This executable now allows me to read the options from an apworld, which I am using to recreate the options creator in a more intuitive way by bundling the seed generation and room creation all in one flow, so a user can in one flow create all configurations, configure their room, generate their seed and upload it to a webhost of their choosing.
From that flow, I already have some basics of the slot configuration set up, as well as, of course, the option reader.
Next up I will try to complete the slot configuration and try myself at the seed generation, as well as the room configuration UI.
Bye!
So, well… This took a bit longer than expected, but here we are again.
Over the last days, I managed to make some big progress on the launcher, to the point that it now has a World Manager. (For context, a world is basically a game, or, to be more specific, the piece of software that tells Archipelago how a game works and how it should generate the items.)
Writing this World Manager was way more difficult than originally thought, since I personally am neither an expert on Archipelago nor an expert on Tauri. It also didn’t help that the manifest file “archipelago.json” isn’t really a standard, as every world has different values and keys available, even the builtin worlds don’t have a consistent schema here.
So, what actually is new?
Next I will have to look what I do, in terms of the world management I would really like to add the program to the Windows file picker, so opening the APWorld files would open this launcher instead of the official one. I also now need to more focus on the core part of the project, the Generation side, there I currently don’t have a plan how to do that yet, as I need to read a lot of Python for that, I will probably end up using PyO3, but I will have to look.
Bye!
Hi there, I have been working on making a basic Layout and getting those pesky traffic light buttons to look good, this is what i ended up on. Yeah also setup my Tauri dev enviroment but thats the boring stuff