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Axe / Re: 4-level grayscale sprite editor
« on: November 28, 2010, 03:51:20 pm »
just experimented a little, and no. but if i change Monochrome to B/W and move the menus up a little bit, then yes it'll fit on screen
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to. 406
Axe / Re: 4-level grayscale sprite editor« on: November 28, 2010, 03:51:20 pm »
just experimented a little, and no. but if i change Monochrome to B/W and move the menus up a little bit, then yes it'll fit on screen
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Axe / Re: 4-level grayscale sprite editor« on: November 28, 2010, 03:35:06 pm »
yes, the first one will use F1. the way it's set up is this. you choose an option from New, Open, Save, Quit. say you select Open. it will open a new menu to the right of the first one (like a computer does), and say 8x8, 16x16, 8x8 Set, 16x16 Set. once you select one, it will open a third and final menu which will contain Monochrome, 3Lvl Gray, 4Lvl Gray, and Masked. after you select that, it'll show all of the sprites with that type currently saved, and you can select one to edit.
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Axe / Re: 4-level grayscale sprite editor« on: November 28, 2010, 12:55:28 am »
hmm... i'm not sure why it doesn't work on your calculator. there was no update or anything
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Axe / Re: 4-level grayscale sprite editor« on: November 28, 2010, 12:43:07 am »
hmm.. what calculator/OS?
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TI Z80 / Re: Sprite Editor Feature Requests« on: November 27, 2010, 10:13:34 pm »
something i'm doing in mine is having a "Set", where it's a bunch of sprites with the same size and color. useful for sprite animations and tilesets, though i think this could be covered with a filesystem. Tilemaps would be interesting to see.
if you end up implementing most of what's on this list i wouldn't call it a sprite editor, i'd call it an image editor. edit: feature request, loading from Str1-Str9. 413
Axe / Re: Routines« on: November 27, 2010, 09:59:16 pm »
flexible-ish dropdown menu.
inputs - sub(MEN,Ypos*256+Xpos,numItems,"String1","String2","String3","String4") // String2-4 are optional. 0 < numItems < 5 String format: cannot be more than 10 characters (bummer). must be formatted like so: "4File". the 4 is the length of the string. if you have a string greater than 9 in length, check this table to find out what you should put before the string. for example, ":Horizontal" will work. outputs - integer 0-(numItems-1) indicating which option was selected Code: [Select] Lbl MEN just so you know, this routine *can* fail. Quit and Save have different pixel-lengths on calculator but they'd both be represented as 4Quit and 4Save in my routine.since Save is larger than Quit, make sure you put 4Save as an argument before 4Quit in the parameter list. also, if you want to use more than 4 options you can group them into categories and call the routine more than once. the next logical placement for a menu after selection is stored into r1 for convenience. 414
Axe / Re: 4-level grayscale sprite editor« on: November 27, 2010, 08:16:37 pm »
that's how i have it set up (: the menu system is nearly completed (it's basically the tabs and then one subroutine which crafts a subroutine based on r1-r6), so i thought i'd post about it now
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Axe / Re: 4-level grayscale sprite editor« on: November 27, 2010, 08:10:00 pm »
alright, so i decided i'm actually going to do something with this. first thing is i need suggestions on the in-editor menu. it'll look, generally, as the attached picture. hopefully it's intuitive enough. you select an option, and a submenu comes up (that's what the dashes indicate). note that under the File tab, after you select New or Open and a size, the Monochrome, 3Lvl Gray, 4Lvl Gray and Masked submenu is implied. anyway, what are some suggestions for it? for example, for the Turn menu should i have it be Clockwise and CC, or Right and Left? i'm leaning to Right and Left because CC is too short but Counterclockwise is too long.
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TI Z80 / Re: [PROJECT] Racer3D: Replay« on: November 27, 2010, 07:15:57 pm »
he means >> and <<. the signed comparisons.
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Axe / Re: Level creating?« on: November 27, 2010, 03:42:59 pm »
alright well.. i read through this topic but i still don't know what you're trying to do, besides create a level (which is too general).
-what's its height? -what's its width? -how many tiles are there? -is this a level editor? -does it need to smoothscroll, or can it scroll by tiles? -are there any "special" tiles that correspond with each other? or am i completely off base? 418
Site Feedback and Questions / Re: 'Oscars'-like Awards« on: November 27, 2010, 03:32:35 pm »If it ends up being done this year, I nominate Quigibo for the asm category. He, umm, created Axe Parser. WFRNG OS? but as for axe, nominate runer. 420
Site Feedback and Questions / Re: 'Oscars'-like Awards« on: November 26, 2010, 06:06:30 pm »
here's a competition:
Axe DoorsCS7 Mimas Ndless they're all targeted at different groups it'll be interesting to see which one people think is best. |
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