Author Topic: Pixelscape: online sprite and tilemap editor  (Read 35978 times)

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Offline Xeda112358

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Re: Pixelscape: online sprite and tilemap editor
« Reply #105 on: July 28, 2013, 12:07:04 pm »
I will need to try it out! I was also wondering if it was possible to toggle a setting to output tilemap data by columns or by rows. I ask this because it seems like most tilemap routines that I have seen use data stored by rows (so in a 13x13 tilemap, the first thirteen bytes make the top row of tiles). This is probably because it makes more sense to us visually when looking at tilemap data since we write from left to right, top to bottom. However, I find that a decent speed gain can be had (thousands or even tens of thousands of cycles) if the data is stored so that the first 13 bytes corresponds to the leftmost column. The reason is that when we draw a sprite, we draw from the top to the bottom, so by the end of the sprite drawing routine, we already have a pointer to where the next sprite gets drawn-- there is no need to compute the next position cutting out potentially a hundred or more cycles for every tile drawn (though if done properly, it only saves 21 to 42 clock cycles per tile, but that adds up to 2000 to 4000 t-states).

Anyways, I use this to get better speed out of my tilemap routines and so it is the method used in BatLib, Grammer, and Pokémon Amber and I might release a tilemap engine based on that once I get the tilemap code as optimised as possible (I will need help for that). If this could be done, that would be great, but it is still doable with some mental warping. Thanks Deep Thought!

Offline Deep Toaster

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Re: Pixelscape: online sprite and tilemap editor
« Reply #106 on: August 05, 2013, 11:20:03 pm »
UPDATE

Lots of changes this time!

Column-major tilemaps aren't implemented yet but I did add both masking modes you requested in the previous post. They are called "AND-OR" and "OR-XOR," respectively. While I was at it, I also added Axe-style masking (Pt-Mask( format).

Unfortunately there's no easy way (read: I was too lazy to find a way) to change the way the editor behaves based on editing mode, so editing sprites in the new modes works the same way as in the old—left click is the first buffer, right click is the second. Transparent is signified by a weird purplish pattern.

If I misunderstood your masking format in any way, please correct me.

I also fixed a bunch of bugs with sample tilemapping code, which should be working perfectly now—even for the Axe masking mode :)
« Last Edit: August 05, 2013, 11:20:12 pm by Deep Thought »




Offline DJ Omnimaga

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Re: Pixelscape: online sprite and tilemap editor
« Reply #107 on: August 05, 2013, 11:59:42 pm »
Cool to hear :D

Now I just wish it ran faster because when I open clrhome.org, most of the time it takes 1 minute to load. D:

Offline Deep Toaster

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Re: Pixelscape: online sprite and tilemap editor
« Reply #108 on: August 06, 2013, 12:15:11 am »
Probably the server. Though the uptime's been a bit better recently—it's around 97% now.

The main site loaded in 0.8 seconds for me, and Pixelscape is just under one second.




Offline Sorunome

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Re: Pixelscape: online sprite and tilemap editor
« Reply #109 on: August 06, 2013, 05:09:54 am »
Probably the server. Though the uptime's been a bit better recently—it's around 97% now.

The main site loaded in 0.8 seconds for me, and Pixelscape is just under one second.
Yeah, i noticed your server derping around a lot :/

Anyways, good to hear of updates! The pt-mask can be very useful :)

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Offline DJ Omnimaga

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Re: Pixelscape: online sprite and tilemap editor
« Reply #110 on: August 06, 2013, 02:00:59 pm »
Maybe the tools could be hosted on Sorunome's server if they don't use too many resources? :P

Offline Sorunome

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Re: Pixelscape: online sprite and tilemap editor
« Reply #111 on: August 06, 2013, 02:55:34 pm »
Maybe the tools could be hosted on Sorunome's server if they don't use too many resources? :P
funny enough, i would be ok with that :P

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Offline Deep Toaster

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Re: Pixelscape: online sprite and tilemap editor
« Reply #112 on: December 17, 2013, 04:30:21 pm »
UPDATE

Finals are over and I'm working on webapps again.

Two new features! Just click on Sprite after creating your sprite on http://clrhome.org/pix/ to check them out.

  • As suggested by Keoni29 on IRC: you can now create direct links to sprite images! It's pretty much the same as http://ourl.ca/19676, but with different options.
  • Sprites are also converted to Unicode characters! When you click on the Sprite button, you'll notice that there's a box on the right side with a grittier version of the sprite. It's actually a text box that you can copy from. Here's an example of the sprite above in two, three, and four levels of "gray" in characters:
    ????????
    ????????
    ????????
    ????????
    ????????
    ????????
    ????????
    ????????
    ????????
    ????????
    ????????
    ????????
    ????????
    ????????
    ????????
    ????????
    ????????
    ????????
    ????????
    ????????
    ????????
    ????????
    ????????
    ????????
    Looks better without so much line-height :P The nice thing about this is that it doesn't require you to have control over the color of your text—wherever you can paste monospaced text, you can paste a sprite!
Also added a poll to see what features you would like to see next.

EDIT: And on the topic of server reliability, I've been getting 100% uptime recently O.O Except that 000webhost has the bullshittiest excuse of a customer support system I've ever seen.
« Last Edit: December 17, 2013, 04:43:48 pm by Deep Thought »




Offline Eiyeron

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Re: Pixelscape: online sprite and tilemap editor
« Reply #113 on: December 17, 2013, 04:50:08 pm »
Nice nice nice! Just a little request : could you add variable size and export to 8*8 chunks?

Offline Deep Toaster

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Re: Pixelscape: online sprite and tilemap editor
« Reply #114 on: December 17, 2013, 08:37:19 pm »
That was actually requested long ago, but I forgot about it completely x.x Added it to the poll.

It'll definitely be one of the more complicated changes if it is made, because it means changing the way data is stored and exported (by default). But it's certainly possible.
« Last Edit: December 17, 2013, 08:37:33 pm by Deep Thought »




Offline Lunar Fire

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Re: Pixelscape: online sprite and tilemap editor
« Reply #115 on: December 17, 2013, 10:37:42 pm »
Really awesome, fun to use...


Did this tonight, all in the editor  ;D
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Offline Sorunome

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Re: Pixelscape: online sprite and tilemap editor
« Reply #116 on: December 18, 2013, 07:53:45 am »
Yay, creating sprites over the URL.

Do you use PHP server-side?

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Offline Deep Toaster

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Re: Pixelscape: online sprite and tilemap editor
« Reply #117 on: December 18, 2013, 01:27:58 pm »
Yep, the backend for the entire site is PHP.




Offline DJ Omnimaga

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Re: Re: Pixelscape: online sprite and tilemap editor
« Reply #118 on: December 19, 2013, 05:11:44 pm »
What would be nice as future update is:

-xLIBC and Celtic2CSE sprites/tilemap generator.
-Hosting Pixelscape on Omni server so it no longer take 1 minute to load.

Offline pimathbrainiac

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Re: Pixelscape: online sprite and tilemap editor
« Reply #119 on: December 20, 2013, 07:53:31 pm »
I really want to be able to have multiple tilemaps going at the same time so I don't have to export/import appvars for every tilemap I make all the time.
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