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Topic: Pixelscape: online sprite and tilemap editor (Read 36904 times)
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« Reply #1 on: May 29, 2012, 08:06:07 am »
oh, now the link works as it should it looks really good, simple, but good.. and it's nice that you can see the tiles on the side, but wouldn't you change that to a grid instead of a list? since when making tilemaps, you quickly got a lot of sprites, and it would be handy if you wouldn't have to scroll up and down all the time
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« Reply #2 on: May 29, 2012, 09:08:57 am »
Yeah, that's a good point. It's a list because rearrangeable lists are easier to make and keep track of than rarrangeable grids I'll look into it though. UPDATE: Added undo (Ctrl+Z).
« Last Edit: May 29, 2012, 09:09:17 am by Deep Thought »
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« Reply #3 on: May 29, 2012, 11:58:52 am »
Are grayscales planned ? EDIT : can we modify hex code ? EDIT2 : wooot my rate is 42?
« Last Edit: May 29, 2012, 12:00:55 pm by kindermoumoute »
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« Reply #4 on: May 29, 2012, 12:19:05 pm »
NO more :p Is a online multi user mode planned? Live pixel Whiteboarding would be very, very, very uselful! With some DOM operations, you could make the user store his sprites on his computer!
« Last Edit: May 29, 2012, 12:29:52 pm by Eiyeron »
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« Reply #5 on: May 29, 2012, 03:07:01 pm »
Looks awesome. I'll be using this.
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Very proud Ticalc.org POTY winner (2011 68k) with Myst 89! Very proud TI-Planet.org DBZ winner(2013) Interview with me
« Reply #6 on: May 29, 2012, 10:46:57 pm »
Are grayscales planned ? Probably not. EDIT : can we modify hex code ? Not yet, but it's planned—at least allowing Ctrl+V to paste. Is a online multi user mode planned? Live pixel Whiteboarding would be very, very, very uselful! I'm thinking about that... I've always wanted to make something Google Docs style, so I'd like to test it out with something simple like this before adding it to, say, ORG. With some DOM operations, you could make the user store his sprites on his computer! Saving online is planned (it'd be necessary if I ever get around to making it collaborative as you suggested, anyway). As for saving on the user's computer, I'm planning to make it export the sprite and tilemap data (with optional sample tilemapping code) as an 8XP. I have lots of plans for this thing EDIT: Okay, maybe grayscale. Eventually.
« Last Edit: May 29, 2012, 10:51:49 pm by Deep Thought »
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« Reply #7 on: May 30, 2012, 01:30:55 am »
hey, you should totally add in importing and exporting from 8xv so it can work with tileIt! i'm not sure what live collaboration would be useful for, but if it means practice for other things, go ahead!
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« Reply #8 on: May 30, 2012, 06:32:35 pm »
hey, you should totally add in importing and exporting from 8xv so it can work with tileIt! Sure! Same with my other apps—if you have suggestions for an output format, just tell me what it looks like and I'll add it eventually.
« Last Edit: June 06, 2012, 11:38:05 pm by Deep Thought »
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« Reply #9 on: May 30, 2012, 06:39:46 pm »
Also, you should support conversion to a 68k C array.
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« Reply #10 on: June 07, 2012, 12:01:52 am »
I still haven't started on the tilemapper part yet, but here are some minor additions. UpdateNew:- Copy/paste - press Ctrl+V to paste sprite code into the editor (Ctrl+C to copy, of course)
- Keyboard controls - use the arrow keys and Space to create sprites (useful if you're missing a mouse like I sometimes am)
By the way, shmibs, seems you accidentally my post instead of quoting it Would you mind posting what you posted again?
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« Reply #11 on: June 07, 2012, 01:23:59 am »
oh dear X.X
all i said is that my oncalc app does just about exactly what yours is supposed to do, so transferring data between the two with appvars wouldn't be difficult. i store tilesets in an appvar that nothing but data, 8*8, tile by tile, and can have up to 256, and maps are stored with the very first byte indicating the map's width in tiles, and then map data, row by row, with a maximum width and height of 128 each.
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« Reply #12 on: June 07, 2012, 01:49:24 am »
i found a bug, only with the top left pixel though. When you toggle a pixel with the spacebar, it gets black, but when you click on it with the mouse it should dissapear again. Which it doesn't, you have to click it twice. This is strange, because the hex code, as well as the small preview at the right, does change correct, but the grid does not.. just to let you know
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« Reply #13 on: June 07, 2012, 08:26:26 am »
i found a bug, only with the top left pixel though. When you toggle a pixel with the spacebar, it gets black, but when you click on it with the mouse it should dissapear again. Which it doesn't, you have to click it twice. This is strange, because the hex code, as well as the small preview at the right, does change correct, but the grid does not.. just to let you know
here the bug is on all pixel, not only the top left one, but the other way round, that if you toggle with the mouse you can't de-toggle with the spacebar if you toggled with the mouse. EDIT: If you switch between sprites you also can just detoggle them with the mouse.
« Last Edit: June 07, 2012, 08:28:14 am by Sorunome »
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« Reply #14 on: June 07, 2012, 08:31:01 pm »
UpdateFixed:New:- Controls - flip, rotate, and invert your sprites
« Last Edit: June 07, 2012, 08:31:28 pm by Deep Thought »
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