Author Topic: Pyro-Sprite Sprite and Image Editor  (Read 14711 times)

0 Members and 1 Guest are viewing this topic.

Demon

  • Guest
Pyro-Sprite Sprite and Image Editor
« Reply #15 on: July 18, 2006, 08:38:00 am »
QUOTE
i tried out the editor,it's great!

>> Thanks! :)smile.gif
QuoteBegin
-->
QUOTE
One side note-i wish there were some hotkeys

>> You could make a mode for this.  But I'm still working on the development guide...
QuoteBegin
-->
QUOTE
...custom size pixel editor...

>> Hmm... that could be done, since the editor is a bit dynamic (only one variable needs to be changed to resize the whole thing).
QuoteBegin
-->
QUOTE
...supports 16*16?

>> I tried 16 by 16 support once.  It's awesome but it is hella-slow to load (and not to mention the memory requirements would go up substantially).  But I'll play around with the editor again and maybe make it ask if you're editing an 8x8 or a 16x16 and then resize accordingly.

On a side note, the 4x4 bug got fixed.

EDIT:  Whatever of these I can figure out I will include in the next release.  The new release (below) has bugfixes and will give you time to test drive it while I work on the third release.

Offline mdjenkins86

  • LV5 Advanced (Next: 300)
  • *****
  • Posts: 235
  • Rating: +0/-0
    • View Profile
Pyro-Sprite Sprite and Image Editor
« Reply #16 on: July 18, 2006, 09:28:00 am »
your avatar is awesome

Offline Spellshaper

  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1690
  • Rating: +0/-0
  • This is me. Or maybe not.
    • View Profile
Pyro-Sprite Sprite and Image Editor
« Reply #17 on: July 18, 2006, 09:32:00 am »
QuoteBegin-mdjenkins86+Jul 18 2006, 10:28 PM-->
QUOTE (mdjenkins86 @ Jul 18 2006, 10:28 PM)
your avatar is awesome  

 and animated :lol:laugh.gif

Demon

  • Guest
Pyro-Sprite Sprite and Image Editor
« Reply #18 on: July 18, 2006, 03:33:00 pm »
Here is the second beta release. The bug has been fixed. Two new features added including inserting text. Some subs have been changed. More has been added to the instructions. Still havent finished the modding development guide, but I've come up with some tips if "...the 'Beast of BASIC' within you can't wait...".

It should also be on ticalc.org soon...
EDIT:  It is:  http://www.ticalc.org/archives/files/fileinfo/389/38925.html

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Pyro-Sprite Sprite and Image Editor
« Reply #19 on: July 19, 2006, 03:38:00 am »
wow thats great, I'just tried it, only problem is that pressing "F" like said in the readme (to flip sprite) didnt do anything :(sad.gif, just wanted to let you know about this

Demon

  • Guest
Pyro-Sprite Sprite and Image Editor
« Reply #20 on: July 19, 2006, 07:16:00 am »
The 'F'-key flip only works from the pixel editor.

If you're on the editing screen, hit second twice on the sprite you want to flip (or second, then drag with the arrow keys and second again if you want to flip a bunch of sprites) and select 'Flip' from the menu.

---

QUOTE
....custom size pixel editor...supports 16*16?

Feature has been added.  You will be able to choose from 8x8, 16x18, 16x8, and 8x16 sprites. (On a normal TI-83+, note that each multiple of eight will take four extra secodnds to load).

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Pyro-Sprite Sprite and Image Editor
« Reply #21 on: July 19, 2006, 08:54:00 am »
sound cool ^^

Demon

  • Guest
Pyro-Sprite Sprite and Image Editor
« Reply #22 on: July 21, 2006, 03:43:00 pm »
Attached:  Force-save Mod.
Description:  This lets you force-save a pic.  Usually the editor saves as soon as soon as you make a change (or when you save changes in the pixel editor), but someone told me it was having some problems with high pic numbers, so I made this mod.

Install it by sending it to your calc and adding the following line to XPSE2:

prgmXPSE2FSV

To use it, press 'S' and you should see the screen flash twice when it saves.

NOTE:  You WILL have trouble saving to pics 250 and up, as these are reserved for ZCGS.

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Pyro-Sprite Sprite and Image Editor
« Reply #23 on: July 22, 2006, 12:50:00 am »
oooh sound nice I'll try asap

Demon

  • Guest
Pyro-Sprite Sprite and Image Editor
« Reply #24 on: July 22, 2006, 08:06:00 am »
Info about the next version:

- It will lust for speed, trying to use as less RAM as possible.  I've optimized the hell out of it.  Movement is pretty fast on the normal 83+, and this thing should blaze on the SE's and the 84.

- Frills (like the animated intro/exit screens, etc.) are being removed to save space and speed things up.  The UI will take some getting used to.

- Those APSEn files have been removed.  Mods can be added by editing PSEK (for keyhooks) and APSE (for anything you need to run at startup/exit/in the getKey loop).  Just remember to back up just in case you screw up.

- TI-OS's getKey is not used anymore, but xLIB's is.  Much faster.

- A tilemapper is being made.  The cursor navigation and map scrolling is split up so it goes hella-fast.

- You will be able to directly edit a sprite without having to go into the pixel editor.

-16 x 16 sprite and tilemap support.

- It's possible that I may add grayscale and animation support to let you preview how your B/W or GS sprites and how animated sprites will look against different backgrounds.  Again, I said the word "possible".

- The mod development guide (finally).

Dragon__lance

  • Guest
Pyro-Sprite Sprite and Image Editor
« Reply #25 on: July 22, 2006, 09:30:00 am »
cool,another thing to do....no offense...but i doin't really like the TI-OS menues,it'd be cool to see a custom menu :)smile.gif but sounds sweet anyways! i'd love to see the animation backgrounding,that'd be awesome! :)smile.gif

Demon

  • Guest
Pyro-Sprite Sprite and Image Editor
« Reply #26 on: July 22, 2006, 09:48:00 am »
Unfortunatly I probably won't add a custom menu because even though it looks nice, it's not as fast, would add uneeded dependencies (and use more RAM).

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Pyro-Sprite Sprite and Image Editor
« Reply #27 on: July 23, 2006, 06:24:00 am »
it doesnt really matter i think, especially if its a tool to make basic images/sprites/etc otherwise it would take too much space for nothing, unless ti os menu cause ERR:MEMory

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Pyro-Sprite Sprite and Image Editor
« Reply #28 on: August 04, 2006, 11:52:00 am »
how is it progressing?

Demon

  • Guest
Pyro-Sprite Sprite and Image Editor
« Reply #29 on: August 04, 2006, 11:53:00 am »
It's been a while but I got the tilemapper made, and I'm working on the greyscale stuff.
The mapper uses internal subs and the editor program back and forth when selecting sprites, so it is kind of slow but it's really nice 'cause you can edit a sprite before you select it.