Welcome,
Guest
. Please
login
or
register
.
Did you miss your
activation email
?
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
Home
About
Team
Rules
Stats
Status
Sitemap
Chat
Downloads
Forum
News
Our Projects
Major Community Projects
Recent Posts
Unread Posts
Replies
Tools
SourceCoder3
Other Things...
Omnimaga Radio
TI-83 Plus ASM File Unsquisher
Z80 Conversion Tools
IES TI File Editor
Free RAM areas
Comprehensive Getkeyr table
URL Shortener
Online Axe Tilemap Editor
Help
Contact Us
Change Request
Report Issue/Bug
Team
Articles
Members
View the memberlist
Search For Members
Buddies
Login
Register
Omnimaga
»
Forum
»
Omnimaga
»
Our Projects
»
Completed
»
tileIt!
(Moderator:
shmibs
) »
dev thread
« previous
next »
Print
Pages: [
1
]
2
3
4
Go Down
Author
Topic: dev thread (Read 31818 times)
0 Members and 1 Guest are viewing this topic.
shmibs
しらす丼
Administrator
LV11
Super Veteran (Next: 3000)
Posts: 2132
Rating: +281/-3
try to be ok, ok?
dev thread
«
on:
May 23, 2012, 01:45:23 am »
there are a dozen and one sprite-makers out there, but useful tools for creating tile sets and and tile maps seemed much harder to come by. for this reason, i decided to make a single tool to cover, from start to finish, the process of drawing tiles, creating tile maps, and exporting that data in a format that can be inserted directly into programs on-calc. this is also sort of for my own benefit, to try and motivate myself to work on other projects
it isn't very complete thus far, but already has the basic outline of the tileset creator and exports a single tiles to Str0. it will have ten save slots for tilesets (0-9), saved to appvars that can be used in the tilemap creator, and each one can contain up to 256 tiles. if people think that isn't enough, i could add in custom naming of saved tilesets, but the other system is already mostly complete. there will also be copy/paste functions in both the editors. here is a screenie of the current gui:
right now the only available drawing function is turning on and off single pixels. what other things should it do? rotation? inverting everything? shift left-right? which things are actually functional and which are just pointless glitter?
«
Last Edit: May 23, 2012, 01:45:40 am by shmibs
»
Logged
+6/-0 karm for this message
Sorunome
Fox Fox Fox Fox Fox Fox Fox!
Support Staff
LV13
Extreme Addict (Next: 9001)
Posts: 7920
Rating: +374/-13
Derpy Hooves
Re: dev thread
«
Reply #1 on:
May 23, 2012, 09:11:28 am »
Wha, it's quite nice!
Logged
THE GAME
Also, check out
my website
If OmnomIRC is screwed up, blame me!
Click here to give me an internet!
turiqwalrus
LV8
Addict (Next: 1000)
Posts: 840
Rating: +51/-2
Wheeeeeee~!
Re: dev thread
«
Reply #2 on:
May 23, 2012, 09:29:57 am »
Looks nice
are you planning on adding grayscale support anytime soon?
Logged
Hayleia
Programming Absol
Coder Of Tomorrow
LV12
Extreme Poster (Next: 5000)
Posts: 3367
Rating: +393/-7
Re: dev thread
«
Reply #3 on:
May 23, 2012, 11:12:15 am »
This can be really useful
(What is wrong with this topic ? I wanted to +1 you then I realized that no one has respect here
)
«
Last Edit: May 23, 2012, 11:12:31 am by Hayleia
»
Logged
I own: 83+ ; 84+SE ; 76.fr ; CX CAS ; Prizm ; 84+CSE
Sorry if I answer with something that seems unrelated, English is not my primary language and I might not have understood well. Sorry if I make English mistakes too.
click here to know where you got your last +1s
hellninjas
LV7
Elite (Next: 700)
Posts: 625
Rating: +17/-0
Re: dev thread
«
Reply #4 on:
May 23, 2012, 11:18:15 am »
I love it ;.;
Will this have animation previews?
Like a walking man or talking face of some sort?
Logged
shmibs
しらす丼
Administrator
LV11
Super Veteran (Next: 3000)
Posts: 2132
Rating: +281/-3
try to be ok, ok?
Re: dev thread
«
Reply #5 on:
May 23, 2012, 11:40:13 am »
no, it's not made for animations. it's going to be a tool geared solely towards tilesets (although it could be used for quickly converting a sprite or two).
turiqwalrus: no, if i make a grey version it will probably be completely separate, after the program is completely finished, or at the very least add it in at the end.
hayleia: i have no clues. i probably did something dumb when making the new board.
oh, and i finalised the gui (unless someone has a better idea for "not used yet" sprite tiles. that was sort of just haphazardly tossed over there.) and wrote a text input routine, so the stored data can be exported into appvars or programs of the user's choosing. screenies!
oh, and a question: what type number do appvars have in the VAT? programs are 5, right?
Logged
squidgetx
Food.
CoT Emeritus
LV10
31337 u53r (Next: 2000)
Posts: 1881
Rating: +503/-17
rawr.
Re: dev thread
«
Reply #6 on:
May 23, 2012, 03:57:20 pm »
iirc appvars are 11...I think you can actually convert the appv token into the right number. Protected programs are 6.
This looks nice so far. I think shift left/right/up/down would be good as well as mirror/invert function.
«
Last Edit: May 23, 2012, 03:57:36 pm by squidgetx
»
Logged
Read my webcomic!
|
My SoundCloud
Projects:
[url=http://www.omnimaga.org/index.php?topic=5988.msg117813#msg117813]Check out the demo now!
- Current progress: battle engine and stuff
Proud author of:
Cuberunner
|
SpaceDash
|
The Psyche
|
XXEdit
|
AxeSynth
|
StickNinja
|
Gravity Guy
|
Embers:Phoenix
|
Zombie Gun
Axe: Need help optimizing?
User of Axe | zStart | TokenIDE | CalcGS | MirageOS
DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
Re: dev thread
«
Reply #7 on:
May 23, 2012, 06:11:01 pm »
Looks great. One thing I would like to see in the future in your tile creator, though, is the ability to create the following kind of maps (and the tiles required to create them):
Kinda like water in RPG Maker.
«
Last Edit: May 23, 2012, 06:11:23 pm by DJ_O
»
Logged
shmibs
しらす丼
Administrator
LV11
Super Veteran (Next: 3000)
Posts: 2132
Rating: +281/-3
try to be ok, ok?
Re: dev thread
«
Reply #8 on:
May 23, 2012, 07:30:37 pm »
ooh, that would be rather useful. i'd forgotten about it.
and squidget, i made a program to check, and it looks like appvars are 21
«
Last Edit: May 23, 2012, 07:31:02 pm by shmibs
»
Logged
DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
Re: dev thread
«
Reply #9 on:
May 23, 2012, 07:33:08 pm »
If you add that type of tile, would it be hard to allow someone to use both static and dynamic tiles in one tilemap? It would have two kind of data basically so I worry about map display speed, but I thought it would be cool.
Logged
squidgetx
Food.
CoT Emeritus
LV10
31337 u53r (Next: 2000)
Posts: 1881
Rating: +503/-17
rawr.
Re: dev thread
«
Reply #10 on:
May 23, 2012, 07:43:46 pm »
Lol, off by 10
Oh well
Logged
Read my webcomic!
|
My SoundCloud
Projects:
[url=http://www.omnimaga.org/index.php?topic=5988.msg117813#msg117813]Check out the demo now!
- Current progress: battle engine and stuff
Proud author of:
Cuberunner
|
SpaceDash
|
The Psyche
|
XXEdit
|
AxeSynth
|
StickNinja
|
Gravity Guy
|
Embers:Phoenix
|
Zombie Gun
Axe: Need help optimizing?
User of Axe | zStart | TokenIDE | CalcGS | MirageOS
leafy
CoT Emeritus
LV10
31337 u53r (Next: 2000)
Posts: 1554
Rating: +475/-97
Seizon senryakuuuu!
Re: dev thread
«
Reply #11 on:
May 23, 2012, 10:12:53 pm »
The most efficient way to generate dynamic tiles is usually not having a separate tile for every case, so I don't know how you would handle that. Great work as usual, though
Logged
In-progress: Graviter (...)
shmibs
しらす丼
Administrator
LV11
Super Veteran (Next: 3000)
Posts: 2132
Rating: +281/-3
try to be ok, ok?
Re: dev thread
«
Reply #12 on:
May 23, 2012, 11:49:39 pm »
efficient in terms of what? i know that you could split each tile into 4 sub tiles, each with three possible states, to decrease the total data required from 128 to 24 bytes, but that would slow things down a load-tonn.
anyways, i think i'm just going to finish what i had in mind and worry about this after.
also, would exporting to matrix for maps and Pic for tilesets be worth adding in for xLib/Celtic users?
* shmibs isn't sure how matrices store their data, and it would decrease the maximum export size by quite a bit.
Logged
DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
Re: dev thread
«
Reply #13 on:
May 24, 2012, 03:49:43 am »
It would be nice indeed, since some people might prefer to go the hybrid route. Just make sure to not forget grammer too. Matrices usually have no data storage standard. It is usually numbers from 0 to 96 or something.
Logged
apcalc
The Game
CoT Emeritus
LV10
31337 u53r (Next: 2000)
Posts: 1393
Rating: +120/-2
VGhlIEdhbWUh (Base 64 :))
Re: dev thread
«
Reply #14 on:
May 25, 2012, 08:24:11 pm »
This looks nice, great work shmibs!
Logged
Print
Pages: [
1
]
2
3
4
Go Up
« previous
next »
Omnimaga
»
Forum
»
Omnimaga
»
Our Projects
»
Completed
»
tileIt!
(Moderator:
shmibs
) »
dev thread