Author Topic: dev thread  (Read 31775 times)

0 Members and 1 Guest are viewing this topic.

Offline Sorunome

  • Fox Fox Fox Fox Fox Fox Fox!
  • Support Staff
  • LV13 Extreme Addict (Next: 9001)
  • *************
  • Posts: 7920
  • Rating: +374/-13
  • Derpy Hooves
    • View Profile
    • My website! (You might lose the game)
Re: dev thread
« Reply #15 on: May 26, 2012, 04:51:37 am »
Wha, that's pretty epic, great work!

THE GAME
Also, check out my website
If OmnomIRC is screwed up, blame me!
Click here to give me an internet!

Offline kindermoumoute

  • LV8 Addict (Next: 1000)
  • ********
  • Posts: 836
  • Rating: +54/-3
    • View Profile
Re: dev thread
« Reply #16 on: May 26, 2012, 05:21:50 am »
That's look very nice.  *.*

Feature request :
Save tileIt's project into an appvar to reuse it later.
Use different way to export project or tile (in a string, directly in an appvar,...).
Grayscale.
Projects :

Worms armageddon z80 :
- smoothscrolling Pixelmapping : 100%
- Map editor : 80%
- Game System : 0%

Tutoriel français sur l'Axe Parser
- 1ère partie : en ligne.
- 2ème partie : en ligne.
- 3ème partie : en ligne.
- 4ème partie : 10%
- Annexe : 100%

Offline Sorunome

  • Fox Fox Fox Fox Fox Fox Fox!
  • Support Staff
  • LV13 Extreme Addict (Next: 9001)
  • *************
  • Posts: 7920
  • Rating: +374/-13
  • Derpy Hooves
    • View Profile
    • My website! (You might lose the game)
Re: dev thread
« Reply #17 on: May 26, 2012, 08:46:36 am »
Or maybe also exporting directly into a program, that would be cool! :D

THE GAME
Also, check out my website
If OmnomIRC is screwed up, blame me!
Click here to give me an internet!

Offline shmibs

  • しらす丼
  • Administrator
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2132
  • Rating: +281/-3
  • try to be ok, ok?
    • View Profile
    • shmibbles.me
Re: dev thread
« Reply #18 on: May 28, 2012, 01:24:03 am »
it is going to save tilesets and tilemaps, separately, into appvars and export them as hex strings into programs, and a single tile can be exported to a string. anywhozle, here's a new screenie!

Offline stevon8ter

  • LV7 Elite (Next: 700)
  • *******
  • Posts: 663
  • Rating: +10/-0
    • View Profile
Re: dev thread
« Reply #19 on: May 28, 2012, 03:58:58 am »
You rock man, it's awesome, keep up the good work and make this program greater then heaven :P
None of my posts are meant offending... I you feel hurt by one of my posts, tell me ... So i can appoligise me and/or explain why i posted it


Hi there, I'm the allmighty (read as: stupid, weak...) STEVON8TER

Offline Sorunome

  • Fox Fox Fox Fox Fox Fox Fox!
  • Support Staff
  • LV13 Extreme Addict (Next: 9001)
  • *************
  • Posts: 7920
  • Rating: +374/-13
  • Derpy Hooves
    • View Profile
    • My website! (You might lose the game)
Re: dev thread
« Reply #20 on: May 28, 2012, 05:16:49 am »
That is just FAAAAAAAR to awesome! :D

THE GAME
Also, check out my website
If OmnomIRC is screwed up, blame me!
Click here to give me an internet!

Offline shmibs

  • しらす丼
  • Administrator
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2132
  • Rating: +281/-3
  • try to be ok, ok?
    • View Profile
    • shmibbles.me
Re: dev thread
« Reply #21 on: June 10, 2012, 04:25:00 pm »
it's still in a very incomplete state, but here's an update with a quick demo =)
saving and loading appvars works now, although somewhere in that an extra tile is being added to the tileset. anyways, i haven't updated the export page, so just know that the top two options are correct and that the two below them are load tileset and load map respectively =).
if you find any glitches (and i'm sure there are plenty) let me know =)
« Last Edit: June 10, 2012, 04:40:38 pm by shmibs »

Offline Deep Toaster

  • So much to do, so much time, so little motivation
  • Administrator
  • LV13 Extreme Addict (Next: 9001)
  • *************
  • Posts: 8217
  • Rating: +758/-15
    • View Profile
    • ClrHome
Re: dev thread
« Reply #22 on: June 11, 2012, 02:00:42 am »
I've been playing around with this, and I really like the layout! A couple suggestions:
  • Using CLEAR to close the current context (EXPORT menu, map editor, tile editor, whatever) instead of immediately quitting the program (unless you're already on the title screen)
  • Renaming EXPORT to something else (like FILE), since it's not entirely for exporting
  • Renaming "SET TO PRGM" and "MAP TO PRGM" to something like "LOAD SET" and "LOAD MAP," since they're not programs and I was confused what you meant by "SET TO"/"MAP TO" when I first saw those options
  • Changing "TILE TO STR0" to an action that saves the tile to the recall queue (basically so I can do 2nd+[RCL] in the program editor to "paste" it in—just a personal preference)
« Last Edit: June 11, 2012, 02:02:28 am by Deep Thought »




Offline shmibs

  • しらす丼
  • Administrator
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2132
  • Rating: +281/-3
  • try to be ok, ok?
    • View Profile
    • shmibbles.me
Re: dev thread
« Reply #23 on: June 11, 2012, 09:45:48 am »
the "set to prgrm" and "map to prgrm" options are only named that because i haven't changed them yet. they were going to be the options for exporting to hex strings in programs :P
and having clear go back to the info screen shouldn't be too bad.
placing it in the recall queue would be useful indeed. how would i go about doing that?

Offline Deep Toaster

  • So much to do, so much time, so little motivation
  • Administrator
  • LV13 Extreme Addict (Next: 9001)
  • *************
  • Posts: 8217
  • Rating: +758/-15
    • View Profile
    • ClrHome
Re: dev thread
« Reply #24 on: June 11, 2012, 09:51:05 am »
The last entry is always stored in prgm# (# being the hash character, 0x23). You can store to it with something like this:
Quote from: Axe
"prgm"[2300]Str0 . E23 is the hash character
"[0123456789ABCDEF]"[]Str1 . the brackets suppress the null byte, saving you one byte
Copy(Str1,GetCalc(Str0,18),18)
« Last Edit: June 11, 2012, 09:52:12 am by Deep Thought »




Offline shmibs

  • しらす丼
  • Administrator
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2132
  • Rating: +281/-3
  • try to be ok, ok?
    • View Profile
    • shmibbles.me
Re: dev thread
« Reply #25 on: June 11, 2012, 10:02:06 am »
cool =D
EDIT: there are programs # and !, right? what does the OS use ! for?
« Last Edit: June 11, 2012, 10:02:51 am by shmibs »

Offline TheMachine02

  • LV6 Super Member (Next: 500)
  • ******
  • Posts: 452
  • Rating: +105/-0
  • me = EF99+F41A
    • View Profile
Re: dev thread
« Reply #26 on: June 14, 2012, 10:46:35 am »
great ! good work !  ;D
« Last Edit: June 14, 2012, 10:46:43 am by TheMachine02 »
AXE/asm programmer - unleash the power of z80 //C++//C

epic 3D things http://www.ntu.edu.sg/home/ehchua/programming/opengl/CG_BasicsTheory.html

Offline shmibs

  • しらす丼
  • Administrator
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2132
  • Rating: +281/-3
  • try to be ok, ok?
    • View Profile
    • shmibbles.me
Re: dev thread
« Reply #27 on: June 14, 2012, 12:25:42 pm »
updates! yay!

added:
resizing tileset
export to entry rather than string
animations
undo in map edit mode

fixed:
worked out every bug (that i'm aware of)
cleaned up the gui a bit (although the title on the file tab still says export. :P).
repaired checks in loading files
clear returns to main screen from tabs

try it out and see if you can find any bugs i missed!
« Last Edit: June 16, 2012, 12:54:01 am by shmibs »

Offline shmibs

  • しらす丼
  • Administrator
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2132
  • Rating: +281/-3
  • try to be ok, ok?
    • View Profile
    • shmibbles.me
Re: dev thread
« Reply #28 on: June 16, 2012, 12:52:56 am »
update!
draw functions!
the set editor now does all the usual things. hotkeys are the numpad (4 shifts left, 8 shifts up, 5 inverts, 9 rotates right, etc). XTthetaN now acts as a copy key for the set (pressing alpha pastes) and a tile selector for the map, so a certain tile in the tileset can be selected directly from the map instead of by moving the cursor around.

EDIT: oh, and i changed the file tab and fixed a few bugs again.
« Last Edit: June 16, 2012, 01:08:36 am by shmibs »

Offline aeTIos

  • Nonbinary computing specialist
  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 3915
  • Rating: +184/-32
    • View Profile
    • wank.party
Re: dev thread
« Reply #29 on: June 16, 2012, 08:39:27 am »
Wow I really like this :D
I'm not a nerd but I pretend: