1) If there is a list/description of all tutorials, I am unaware of it. Just browse EsenthelEngineSDK/Tutorials/Source folder for all the tutorials. The names pretty much describe what they are for.
(01-23-2011 04:00 PM)devdude Wrote: Does this mean I can't extend the world editor, but can subclass game items in code ? Will save/load work (like in the RPG 2 source) ?
Yes, and yes.
Modify the .enum.h files inside the Data/Enum folder to create custom object types. The next time you open up Editor, they will be available. Then, you can assign these to any object and load it into the game through code.
Loading a custom object is done the same way as any other object, you just, for example, replace OBJ_ITEM with OBJ_CUSTOM and use your custom class you created instead of one provided by the SDK (CustomItem instead of Game::Item, for example). The tutorial,
EsenthelEngineSDK\Tutorials\Source\Advanced\4 - Demos, Game Basics\Game Basics\02 - World.cpp, can help you out with that.
Saving/loading is possible with these custom objects, but anything extra that you add to their classes that needs to be saved or loaded, will have to be coded in by overriding the save/load methods. This is fairly easy to do. The save/load methods in this tutorial,
EsenthelEngineSDK\Tutorials\Source\Advanced\4 - Demos, Game Basics\Game Basics\09 - Extending Game Object Class.cpp, will show you how to do that.