Author Topic: Pixelscape: online sprite and tilemap editor  (Read 36045 times)

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Offline Deep Toaster

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Re: Pixelscape: online sprite and tilemap editor
« Reply #120 on: December 22, 2013, 12:03:01 pm »
-Hosting Pixelscape on Omni server so it no longer take 1 minute to load.
The full Pixelscape app loaded in 0.8 seconds for me, along with a saved tilemap. 000webhost actually has very good speed AFAICT.

I guess color sprite editing is pretty important, but I'll need to come up with a good way to edit sprites in color first.

EDIT: pimathbrainiac, I think multiple projects will be the next thing I do as soon as I fix up the ClrHome user management system (which is a mess right now :P)
« Last Edit: December 22, 2013, 12:04:33 pm by Deep Thought »




Offline DJ Omnimaga

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Re: Pixelscape: online sprite and tilemap editor
« Reply #121 on: December 22, 2013, 02:23:52 pm »
Strange, everything on clrhome.org loads incredibly slowly for me. Maybe there is a routing issue between 000webhost location and Eastern Canada/Northeast USA?

Offline Deep Toaster

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Re: Pixelscape: online sprite and tilemap editor
« Reply #122 on: December 22, 2013, 03:16:19 pm »
Strange, everything on clrhome.org loads incredibly slowly for me. Maybe there is a routing issue between 000webhost location and Eastern Canada/Northeast USA?
Maybe. Is it still slow now?

It was a few weeks ago because the server was having trouble, but now it's running great for me (99.9% uptime and fast).




Offline DJ Omnimaga

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Re: Pixelscape: online sprite and tilemap editor
« Reply #123 on: December 22, 2013, 03:28:47 pm »
Actually it seems better now. Did you recently switch to 000webhost? Maybe it was on a different host before. Else maybe 000webhost got better.
« Last Edit: December 22, 2013, 03:29:09 pm by DJ Omnimaga »

Offline Keoni29

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Re: Pixelscape: online sprite and tilemap editor
« Reply #124 on: December 22, 2013, 03:49:49 pm »
000 is not a good free webhost :P It is really slow. You get a lot of space though.
« Last Edit: December 22, 2013, 03:50:09 pm by Keoni29 »
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Offline DJ Omnimaga

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Re: Pixelscape: online sprite and tilemap editor
« Reply #125 on: December 22, 2013, 04:25:14 pm »
I guess the higher speed might be because most people are busy with finals, shopping for Christmas gifts or went to family with no internet access, so as a result, the lower amount of traffic allows 000webhost to run faster.

Offline Lunar Fire

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Re: Pixelscape: online sprite and tilemap editor
« Reply #126 on: December 22, 2013, 05:16:19 pm »
I use 000webhost as well and never had any speed issues. You shouldn't have any problems, unless your website has a lot of traffic, in which case Deep Thought would be probably not be on a free host.
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Offline DJ Omnimaga

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Re: Pixelscape: online sprite and tilemap editor
« Reply #127 on: December 22, 2013, 05:30:46 pm »
It's definitively not on my end if there are slowdowns, tho, else even Omni and every other site would be slow, not just 000webhost.

Offline Deep Toaster

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Re: Pixelscape: online sprite and tilemap editor
« Reply #128 on: December 30, 2013, 12:46:08 am »
Interesting, 000webhost has been the fastest free webhost I've used by far, but it went through a horribly unstable phase for a few weeks in the past few months.

As a (non-)update, I'm still working on transitioning the user system—Pixelscape updates should follow in a few days.




Offline DJ Omnimaga

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Re: Re: Pixelscape: online sprite and tilemap editor
« Reply #129 on: December 30, 2013, 03:52:06 am »
Good to hear. Can't wait :)

Offline chickendude

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Re: Pixelscape: online sprite and tilemap editor
« Reply #130 on: January 14, 2014, 07:38:22 pm »
Is a flood fill planned? I've been playing around with Pixelscape a lot today and that's something that would be super useful for the tilemap portion, especially since moving sprites around messes up the entire tilemap. It would also be nice to be able to show a larger portion of the map at a time (as it is you can only see about 14/15 tiles wide/tall) and to see more sprites.

As a whole it's really nice, i just hope it gets back online soon and my tilemaps/sprites haven't been erased :D

EDIT: i also noticed that the z80 source export feature adds an extra row of 0s to the bottom of the map.
« Last Edit: January 16, 2014, 01:34:36 pm by chickendude »

Offline Deep Toaster

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Re: Pixelscape: online sprite and tilemap editor
« Reply #131 on: January 17, 2014, 06:14:56 pm »
Flood fill is a good idea—I'll work on it.
« Last Edit: January 17, 2014, 06:15:01 pm by Deep Thought »




Offline chickendude

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Re: Pixelscape: online sprite and tilemap editor
« Reply #132 on: January 19, 2014, 03:28:17 pm »
Cool, thanks!

Another nice option, at least until multiple maps are supported, would be to import/export sprites. Right now, if i start a new map and add some sprites, those sprites aren't available to any old maps i've created unless i redraw them all. It'd be nice to be able to quickly import them all so that all my maps have access to the same sprites.

Offline Deep Toaster

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Re: Pixelscape: online sprite and tilemap editor
« Reply #133 on: June 12, 2014, 12:14:00 am »
Hey, this response is really late, but you can always import/export individual sprites by copy/paste.

Just hit Ctrl+C in the sprite editor and it copies the current sprite data to the clipboard, which you can paste into a text file for example. Pressing Ctrl+V with valid sprite hex in the clipboard replaces the current sprite with whatever's there.




Offline chickendude

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Re: Pixelscape: online sprite and tilemap editor
« Reply #134 on: June 12, 2014, 09:35:46 am »
That's what i've been doing, it just takes a long time when you start having a lot of sprites, especially if you decide to move anything around. If you could copy the entire sprite data at once (like with the tilemaps) that'd solve it, too.