I keep an SVN repository for all of my code (like some odd, never-finished projects, this blog, and my game).  I've been asked if I would open it up for public access...which probably wouldn't hurt, and maybe I should do (certainly for the blog code at least) at some point in the future.  Right now, I'm too embarrassed by the code to want to put it out where people might see it.  I'm not a great programmer, and my projects suffer from some cruft.  I'm bad at remembering YAGNI (You Ain't Gonna Need It), so I'll stub in or partially write up (or sometimes actually finish) bits of code that will never be used, and that's not a good thing.  So I haven't gone through my codebase to clean it up yet, and I'm still too embarrassed (and a little too protective) to actually open up access to the repo just yet.

In any event, 100 revisions on a personal SVN repository is a pretty cool milestone, and makes me sound much more productive than I actually am.  So this blog post is just celebrating that milestone.  Last night I committed changes to the Threatened Destiny editor that allow it to save StageMaps (though that's probably incomplete, since it will need to know the actual filenames of TileSets that the StageMap depends on to load them, and it only stores the actual StageMap data at this stage), and to save and load TileSets and Tiles, which I think I mentioned writing earlier.  File management is a pretty important part of an editor, since it's got to produce files that the actual game is able to use.  Once I have general saving and loading in place with StageMaps, I'll be able to add an "Export StageMap For Game" option, which is just a special case of saving: it also builds a minimal TileSet for the StageMap and includes that minimal TileSet in with the StageMap data.  That's the minimal functionality I need before I can start working on the game itself.  Of course, that's just the tip of the iceberg for editing StageMaps; there's a lot more than just the tile's image data to a tile location in an isometric game, but once I've got that working, the rest will follow.