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UpdateYou can now export your tilemap as an image! GIF, JPG, and PNG files are supported.Mostly because I found myself constantly exporting as a Pic only to upload it to SourceCoder to get the GIF (which was black-and-white and too small for my taste).
Quote from: parserp on July 09, 2012, 08:52:23 pm(or am I just stupid and this is already available?)Nah, not just you. Pixelscape supports only 8x8 sprites.I might consider extending it to support any size sprite between 2x2 and 16x16, but that will involve rewriting most of the code. (Rotation would also be significantly more complicated with odd-numbered dimensions )
(or am I just stupid and this is already available?)
Quote from: Deep Thought on July 12, 2012, 02:27:48 amI might consider extending it to support any size sprite between 2x2 and 16x16, but that will involve rewriting most of the code. (Rotation would also be significantly more complicated with odd-numbered dimensions )The addition of variable sprite sizes would be an incredibly useful feature. Rotation wouldn't be any more difficult, either. Rotation of an n x n matrix is done the same way for both even and odd values of n. You wouldn't need to have separate routines or anything...
I might consider extending it to support any size sprite between 2x2 and 16x16, but that will involve rewriting most of the code. (Rotation would also be significantly more complicated with odd-numbered dimensions )
Just realized I was being stupid. I could just ask users for the size of their sprites Quote from: ZippyDee on September 17, 2012, 03:17:59 amQuote from: Deep Thought on July 12, 2012, 02:27:48 amI might consider extending it to support any size sprite between 2x2 and 16x16, but that will involve rewriting most of the code. (Rotation would also be significantly more complicated with odd-numbered dimensions )The addition of variable sprite sizes would be an incredibly useful feature. Rotation wouldn't be any more difficult, either. Rotation of an n x n matrix is done the same way for both even and odd values of n. You wouldn't need to have separate routines or anything...I "rotate" it by dividing it into four blocks and moving the blocks around Got a better way to do it? It would probably be better if I just calculated the rotated sprite off of the sprite code rather than physically moving around the pixels.
//clockwisefor (j = 0; j < N - 1; j++){ for (i = 0; i < N - 1; i++) { newMatrix[j, N - 1 - i] = curMatrix[i, j]; }}//counter-clockwisefor (j = 0; j < N - 1; j++){ for (i = 0; i < N - 1; i++) { newMatrix[N - 1 - j, i] = curMatrix[i, j]; }}
deep, switching to a tile is making its contents shift down out of the sprite.
i got tileIt to save and load sets properly now, so i tested a set from that as well, and it's not opening properly. here is the set in tileIt and the way it's opened in pixelscape:
the screenshot method i was using was selecting an area, and i have an overlay colour for selections, so it was recording that, too i fixed them already.
and here's the 8xv:
DOUBLE EDIT: and here's a video of the shifting bug. it's only affecting the back buffer. i cleared my cache and things before recording.