Omnimaga: The Coders Of Tomorrow
Welcome, Guest. Please login or register.
 
Omnimaga: The Coders Of Tomorrow
19 May, 2013, 00:59:21 *
Welcome, Guest. Please login or register.

Login with username, password and session length
 
   home   news downloads projects tutorials misc forums rules new posts irc about Login Register  
+-OmnomIRC

You must Register, be logged in and have at least 40 posts to use this shout-box! If it still doesn't show up afterward, it might be that OmnomIRC is disabled for your group or under maintenance.

Note: You can also use an IRC client like mIRC, X-Chat or Mibbit to connect to an EFnet server and #omnimaga.

Pages: 1 2 [3]   Go Down
  Print  
Author Topic: dev thread -  (Read 1822 times) Bookmark and Share
0 Members and 1 Guest are viewing this topic.
Deep Thought
So much to do, so much time, so little motivation
Administrator
LV13 Extreme Addict (Next: 9001)
*
Offline Offline

Gender: Male
Last Login: Today at 00:29:01
Date Registered: 19 May, 2009, 08:00:00
Location: The Universe
Posts: 7813


Total Post Ratings: +706

View Profile WWW
« Reply #30 on: 16 June, 2012, 19:35:38 »
0

dat animation sprite looks familiar Cheesy Seriously though, the new updates sound great and I'm glad our two projects have almost identical features. I kinda want to rename Pixelscape to tileIt online! or something now.
Logged




shmibs
bonsai bok choy wiseguy waterboy
Administrator
LV10 31337 u53r (Next: 2000)
*
Offline Offline

Last Login: Yesterday at 07:07:51
Date Registered: 11 June, 2010, 19:36:15
Location: 89B6
Posts: 1839


Topic starter
Total Post Ratings: +227

View Profile
« Reply #31 on: 17 June, 2012, 04:29:40 »
0

yeah, it's a bit weird how we both ended up making the same thing at the same time :p
yours looks great, by the way. i was using it earlier, and it's nice to be able to just click and drag to draw.
* shmibs thinks they will work together well =D
Logged



We're not human, are we?
shmibs
bonsai bok choy wiseguy waterboy
Administrator
LV10 31337 u53r (Next: 2000)
*
Offline Offline

Last Login: Yesterday at 07:07:51
Date Registered: 11 June, 2010, 19:36:15
Location: 89B6
Posts: 1839


Topic starter
Total Post Ratings: +227

View Profile
« Reply #32 on: 20 June, 2012, 01:09:04 »
0

update!
lowercase input is now supported, and exporting map to matrix, set to pic, and map to pic all function =D
now all that's left is axe source.


* tileit-0.5.gif (422.47 KB, 192x128 - viewed 211 times.)
* TileIt-0.5.8Xk (25.59 KB - downloaded 8 times.)
Logged



We're not human, are we?
Art_of_camelot
The matrix has you.. ಠ_ಠ
Support Staff
LV12 Extreme Poster (Next: 5000)
*
Offline Offline

Last Login: Yesterday at 22:21:40
Date Registered: 30 August, 2008, 04:55:55
Location: Dr. Light's Laboratory
Posts: 4384


Total Post Ratings: +149

View Profile WWW
« Reply #33 on: 20 June, 2012, 12:06:56 »
0

I haven't really been following this, but I have to tell ya... it's looking very nice. =)
Logged

Projects:
TBA! Coming to an 83+ near you!

NerdTests.com says I'm a Cool Nerd King.  Click here to take the Nerd Test, get nerdy images and jokes, and write on the nerd forum!


shmibs
bonsai bok choy wiseguy waterboy
Administrator
LV10 31337 u53r (Next: 2000)
*
Offline Offline

Last Login: Yesterday at 07:07:51
Date Registered: 11 June, 2010, 19:36:15
Location: 89B6
Posts: 1839


Topic starter
Total Post Ratings: +227

View Profile
« Reply #34 on: 22 June, 2012, 18:33:53 »
+2

Update!
added exporting to axe source, cleaned up text entry a bit, added auto-reloading the last files worked on, added clear-all option with [Graph], and made the save option auto-copy in the name of the currently opened file, if one is opened.

and... i think it's about time for a release. if nobody finds any glaring bugs, i think i'll upload this soon =D

EDIT: fixed a dumb parentheses bug


* export-to-axe.gif (497.48 KB, 192x128 - viewed 196 times.)
* tileIt-1.0.zip (16.3 KB - downloaded 26 times.)
« Last Edit: 22 June, 2012, 18:54:54 by shmibs » Logged



We're not human, are we?
shmibs
bonsai bok choy wiseguy waterboy
Administrator
LV10 31337 u53r (Next: 2000)
*
Offline Offline

Last Login: Yesterday at 07:07:51
Date Registered: 11 June, 2010, 19:36:15
Location: 89B6
Posts: 1839


Topic starter
Total Post Ratings: +227

View Profile
« Reply #35 on: 05 July, 2012, 21:19:26 »
0

one last update
i fixed a couple of small bugs, added logical OR/XOR -ing of tiles over each other as a paste option in the editor, which people may find useful for making masked sprites, and added default filenames for the "to program" export options to save people a little time.

this is it for now, unless the urge to work on a grey-scale version comes about at some point in the future
« Last Edit: 05 July, 2012, 21:20:20 by shmibs » Logged



We're not human, are we?
shmibs
bonsai bok choy wiseguy waterboy
Administrator
LV10 31337 u53r (Next: 2000)
*
Offline Offline

Last Login: Yesterday at 07:07:51
Date Registered: 11 June, 2010, 19:36:15
Location: 89B6
Posts: 1839


Topic starter
Total Post Ratings: +227

View Profile
« Reply #36 on: 25 September, 2012, 21:04:34 »
+1

* shmibs is working to make this support 3/4 level grey, seeing as how so many people complained Tongue

actually writing this is going to be fairly simple; the only difficult part is going to be in trying to optimise things afterwards so the grey actually looks decent, as i sort of didn't even try before because it wasn't necessary.
Logged



We're not human, are we?
DJ Omnimaga
Retired Omnimaga founder (Site issues must be PM'ed to Netham45, Eeems, Shmibs, Deep Thought and AngelFish, not me.)
Editor
LV15 Omnimagician (Next: --)
*
Offline Offline

Gender: Male
Last Login: Yesterday at 18:13:08
Date Registered: 25 August, 2008, 07:00:21
Location: Québec (Canada)
Posts: 50196


Total Post Ratings: +2611

View Profile WWW
« Reply #37 on: 26 September, 2012, 00:19:47 »
0

Doesn't it already support 3 level gray from the screenshot above? Huh? That said it seems pretty nice Smiley
Logged

Retired 83+ coder, Omnimaga/TIMGUL founder. Now doing power metal music (formerly did electronica)

Follow me on Bandcamp|Facebook|Reverbnation|Youtube|Twitter|Myspace
shmibs
bonsai bok choy wiseguy waterboy
Administrator
LV10 31337 u53r (Next: 2000)
*
Offline Offline

Last Login: Yesterday at 07:07:51
Date Registered: 11 June, 2010, 19:36:15
Location: 89B6
Posts: 1839


Topic starter
Total Post Ratings: +227

View Profile
« Reply #38 on: 26 September, 2012, 00:48:18 »
0

no, up there i was just using dynamic tiles to distinguish spots that haven't been filled yet from actual tiles. it was pretty arbitrary, and i might change that as well.
Logged



We're not human, are we?
shmibs
bonsai bok choy wiseguy waterboy
Administrator
LV10 31337 u53r (Next: 2000)
*
Offline Offline

Last Login: Yesterday at 07:07:51
Date Registered: 11 June, 2010, 19:36:15
Location: 89B6
Posts: 1839


Topic starter
Total Post Ratings: +227

View Profile
« Reply #39 on: 04 October, 2012, 02:54:07 »
+2

alright, here is a working mono/threelevel/fourlevel grey version. the controls are almost identical to what they were before, with the only exceptions being that trace now switches between the three colour modes (the default is mono) and mode draw to the back buffer in the tile editor. this current version is a bit slow, because i was sloppy while throwing together this behemoth before, so it only runs on 15mhz and the grey still looks a bit ugly. if you are leafy, or if you want to use it now for some other reason, go ahead and download it, but it hasn't been tested very exhaustively yet, so it might explode.

oh, and if you see any obvious optimisations in this section:

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
.EXPORT
!If H-3
If D=51 or (D=15)
0->A->B->D->HEnd
!If D-52
->A->B->D
2->H
6->GEnd
!If D-53
->A->B->D
1->HEnd

!If D-1
A<9+A->AEnd
!If D-4
A-(A>0)->AEnd
If D=3 or (D=2)
If A/5
A-5->AElse
A+5->AEnd
End
Lbl EXD
ClrDraw
7:While ->L+1
7:While ->M+1
!If M>1 and (M<7)
0->T
Else
768-(A/5*320)->T
End
Pt-On(L*8,M*8,M*8+L*8-T+Pic6
M-1:End
L-1:End
Pt-On(7,A^5*6+23,Pic8
StorePic
If H>3
Return
End

!If D-54
5->H
If A>4 and (A<7) or (A<4)
For(L,1,10
0->{L+L1}End
If A<4
21->{L1}
Else
5->{L1}
End
0->U->D->B
4->H

!If A*(A-5)
If {L2}-95
Copy(L2,L1+1,8
length(L1+1)->U
!If A-5
!If U-8
83->{L1+8}
Else
83->{L1+U+1}
U++
End:End
End:End
!If A-1*(A-6)
If {L2+10}-95
Copy(L2+10,L1+1,8
length(L1+1)->U
!If A-6
!If U-8
77->{L1+8}
Else
77->{L1+U+1}
U++
End:End
End:End
End
!If A-4
6->H
End
If A<10 and (A>6)
6->HEnd
End


End
.MAP EDIT
!If H-2
!If D-51
3->HEnd
If D=52 or (D=15)
0->H->DEnd
!If D-53
1->HEnd

If G<5
If getKey(48)
If getKey(3)
P<128+P->PEnd
If getKey(2)
P-(P>8)->PEnd
N-(N+8>P)->N
If getKey(1)
Q<128+Q->QEnd
If getKey(4)
Q-(Q>8)->Q
O-(O+8>Q)->OEnd
6->GEnd

End

If D

If D-1<4
!If D-3
N+8<P*(A=7)+N->N
A<7+A->AEnd
!If D-2
N-(N>0*(A=0))->N
A-(A>0)->AEnd
!If D-1
O+8<Q*(B=7)+O->O
B<7+B->BEnd
!If D-4
O-(O>0*(B=0))->O
B-(B>0)->BEnd
6->GElse

O+B*128+N+A+Y->T
.SELECT BY MAP
!If D-40
{T}->E
8->GEnd

!If D-54
.ADD TO UNDO STACK
If {L1+20}
{L1+20}+1
While -1->L
{L-1*3+L1+21}->{L*3+L1+21}
{L-1*3+L1+22}^^r->{L*3+L1+22}^^r
L:End:End
{T}->{L1+21}
T->{L1+22}^^r
{L1+20}+({L1+20}<128)->{L1+20}
E->{T}End
.UNDO
!If D-55
If {L1+20}
{L1+21}->{{L1+22}^^r}
Copy(L1+24,L1+21,384
{L1+20}-1->{L1+20}
End:End

End:End

.DRAW
7:While ->L+1
7:While ->M+1
O+M*128+L+N+Y->T
If {T}<=F
Pt-Off(L*8,M*8,{T}*8+Z
Pt-Off(L*8,M*8,{T}*8+Z+2048)^^r
Else
Pt-Off(L*8,M*8,Z
Pt-Off(L*8,M*8,Z+2048)^^r
End
M-1:End
L-1:End
If G
If getKey(48)
Rect(0,0,64,14
RectI(1,0,62,13
Rect(0,0,64,14)^^r
RectI(1,0,62,13)^^r
N>10*4+(N>100*4)->T
O>10*4+(O>100*4)->U
N+7>9*4+(N+7>99*4)->V
O+7>9*4+(O+7>99*4)->W
Text(2,0,"X:"
Text(2,6,"Y:"
Text(9,0,N>Dec
Text(9,6,O>Dec
Text(T+13,0,"-"
Text(U+13,6,"-"
Text(T+17,0,N+7>Dec
Text(U+17,6,O+7>Dec
Text(T+V+21,0,"/"
Text(U+W+21,6,"/"
Text(T+V+25,0,P>Dec
Text(U+W+25,6,Q>Dec
Else
Pt-Change(A*8,B*8,Pic4
End
Else
0->T
End
Else
.SET EDIT
!If H-1
If D=53 or (D=15)
0->H->DEnd
!If D-52
2->H
6->GEnd
!If D-51
3->HEnd



If D
If D-1<4


!If D-3
A<7+A->AEnd
!If D-2
A-(A>0)->AEnd
!If D-1
B<7+B->BEnd
!If D-4
B-(B>0)->BEnd



Else



!If D-56
Fill(E*8+Z,8,0)
Fill(E*8+Z+2048,8,0)
End

.NUM COMMANDS
If D>17 and (D<37)
E*8+Z->T+2048->S
!If D-36
Copy(rotCC(T),T,8
Copy(rotCC(S),S,8
End
!If D-28
Copy(T+1,L1,7
{T}->{T+7}
Copy(L1,T,7
Copy(S+1,L1,7
{S}->{S+7}
Copy(L1,S,7
End
!If D-20
Copy(rotC(T),T,8
Copy(rotC(S),S,8
End
!If D-35
For(L,0,7
{T+L}*2+(/256)->{T+L}
{S+L}*2+(/256)->{S+L}
End:End
!If D-27
For(L,0,7
{T+L} xor 255->{T+L}
{S+L} xor 255->{S+L}
End:End
!If D-19
For(L,0,7
{T+L}*257/2^256->{T+L}
{S+L}*257/2^256->{S+L}
End:End
!If D-34
Copy(flipH(T),T,8
Copy(flipH(S),S,8
End
!If D-26
Copy(T,L1,7
{T+7}->{T}
Copy(L1,T+1,7
Copy(S,L1,7
{S+7}->{S}
Copy(L1,S+1,7
End
!If D-18
Copy(flipV(T),T,8
Copy(flipV(S),S,8
End
If E>F
E->FEnd
End

End:End




.ANIMATION
If {L2+400}
!If D-32
->{L2+400}
8->G
End
!If G
2->G
E++
If E>F
-1->EEnd
End
Else
!If D-32
+1->{L2+400}
0->E+1->G
End:End





If D




.COPY/PASTE
!If D-40
Copy(E*8+Z,L5,8
Copy(E*8+Z+2048,L5+8,8
End
!If D-48
Copy(L5,E*8+Z,8
Copy(L5+8,E*8+Z+2048,8
If E>F
E->FEnd
End
!If D-47
7:While ->L+1
{E*8+Z+L} or {L+L5}->{E*8+Z+L}
{E*8+Z+L+2048} or {L+L5+8}->{E*8+Z+L+2048}
L-1:End
If E>F
E->FEnd
End
!If D-46
7:While ->L+1
{E*8+Z+L} xor {L+L5}->{E*8+Z+L}
{E*8+Z+L+2048} xor {L+L5+8}->{E*8+Z+L+2048}
L-1:End
If E>F
E->FEnd
End

If (D=54)+(D=55)
E*8+B+Z->T
!If D-55
T+2048->T
End
If {T}[e]A
{T}-e^((7-A))->{T}Else
{T}+e^((7-A))->{T}End
If E>F
E->FEnd
End


End




7:While ->L+1
7:While ->M+1
Pt-On(L*8,M*8,C/4*8+Pic3
M-1:End
L-1:End
StorePic
7:While ->L+1
7:While ->M+1
If {E*8+M+Z}[e]L
Pt-On(L*8,M*8,Pic2
End
If {E*8+M+Z+2048}[e]L
Pt-On(L*8,M*8,Pic2)^^r
End
M-1:End
L-1:End
Pt-Change(A*8,B*8,Pic1
Pt-Change(A*8,B*8,Pic1)^^r
End:End
.INFO
!If H
!If D-53
1->HEnd
!If D-52
2->H
6->GEnd
!If D-51
3->HEnd


If D


If D-1<4
8->G
!If D-3
E^4<3+E->EEnd
!If D-2
E-(E^4>0)->EEnd
!If D-1
E<252*4+E->EEnd
!If D-4
E-(E>3*4)->EEnd
End

.COPY/PASTE
!If D-40
Copy(E*8+Z,L5,8
End
!If D-48
Copy(L5,E*8+Z,8
If E>F
E->FEnd
End
!If D-47
7:While ->L+1
{E*8+Z+L} or {L+L5}->{E*8+Z+L}
L-1:End
If E>F
E->FEnd
End
!If D-46
7:While ->L+1
{E*8+Z+L} xor {L+L5}->{E*8+Z+L}
L-1:End
If E>F
E->FEnd
End

!If D-54
E->FEnd



End



ClrDraw
Text(30,19,L2
Text(30,25,(E+1)>Dec
Text(46,25,(F+1)>Dec
Text(30,33,L2+10
Text(30,39,N>Dec
Text(46,39,P>Dec
Text(30,45,O>Dec
Text(46,45,Q>Dec
7:While ->L+1
7:While ->M+1
Pt-On(L*8,M*8,M*8+L*8+Pic6
M-1:End
L-1:End

StorePic
End

32:While ->L+1
Pt-On(L^4*8+64,L/4*8,C/6*8+Pic5
L-1:End

!If E/32>(F/32)
!If E/32-(F/32)
F^32->TElse
32->TEnd
E/32*256+Z->S
T:While ->L+1
Pt-Off(L^4*8+64,L/4*8,L*8+S
Pt-Off(L^4*8+64,L/4*8,L*8+S+2048)^^r
L-1:End
End

If G
Pt-Change(E^32^4*8+64,E^32/4*8,Pic4
G--
End
If D-15
!If R-2
DispGraph^^r^^r
Else!If R
DispGraph
Else
DispGraph^^r
End
End
C++
!If C-12
->CEnd
End
If GetCalc(Str3,16)->theta
Copy(L2,theta,8)
Copy(L2+10,theta+8,8)
End
DelVar Str1
DelVar Str2
Return

.TO STRING
Lbl STR
nib{r1+L*2}->T
T>9*7+48+T->{L*2+theta}
nib{r1+L*2+1}->T
T>9*7+48+T->{L*2+theta+1}
Return

.DRAW PROG BAR
Lbl BAR
sub(EXD)
For(M,0,r1
Pt-On(M+3,54,Pic9
End
DispGraph
Return

.EXP ERROR
Lbl ERR
Rect(19,33,25,9
RectI(20,34,23,7
Text(21,34,"ERROR!"
!If D
->UEnd
!If U
If D
3->HEnd
End
Return
or if you run into any bugs, let me know =) there are a bunch of obvious changes, like not clearing/redrawing the screen every single time and moving the portions in the "if H-n" statements into subroutines, but things like that would require massive rewrites and restructuring, which i'm not really up to right now Tongue

TILE and TDATA are the source. oh, and the grey doesn't look nearly as good on calc as it does in this screenie.

* tileIt!.8Xk (35.86 KB - downloaded 15 times.)
* TILE.8Xp (8.38 KB - downloaded 16 times.)
* TDATA.8Xp (2.69 KB - downloaded 11 times.)

* tileIt-grey.gif (348.64 KB, 192x128 - viewed 131 times.)
« Last Edit: 04 October, 2012, 02:56:25 by shmibs » Logged



We're not human, are we?
DJ Omnimaga
Retired Omnimaga founder (Site issues must be PM'ed to Netham45, Eeems, Shmibs, Deep Thought and AngelFish, not me.)
Editor
LV15 Omnimagician (Next: --)
*
Offline Offline

Gender: Male
Last Login: Yesterday at 18:13:08
Date Registered: 25 August, 2008, 07:00:21
Location: Québec (Canada)
Posts: 50196


Total Post Ratings: +2611

View Profile WWW
« Reply #40 on: 14 October, 2012, 18:10:15 »
0

Wow this looks very great shocked Can it be ran from archive entirely?
Logged

Retired 83+ coder, Omnimaga/TIMGUL founder. Now doing power metal music (formerly did electronica)

Follow me on Bandcamp|Facebook|Reverbnation|Youtube|Twitter|Myspace
Deep Thought
So much to do, so much time, so little motivation
Administrator
LV13 Extreme Addict (Next: 9001)
*
Offline Offline

Gender: Male
Last Login: Today at 00:29:01
Date Registered: 19 May, 2009, 08:00:00
Location: The Universe
Posts: 7813


Total Post Ratings: +706

View Profile WWW
« Reply #41 on: 14 October, 2012, 18:13:29 »
0

Wow this looks very great shocked Can it be ran from archive entirely?
Yep, it can read data appvars from archive, and I think it always saves to the archive. The program itself is an app.
Logged




DJ Omnimaga
Retired Omnimaga founder (Site issues must be PM'ed to Netham45, Eeems, Shmibs, Deep Thought and AngelFish, not me.)
Editor
LV15 Omnimagician (Next: --)
*
Offline Offline

Gender: Male
Last Login: Yesterday at 18:13:08
Date Registered: 25 August, 2008, 07:00:21
Location: Québec (Canada)
Posts: 50196


Total Post Ratings: +2611

View Profile WWW
« Reply #42 on: 14 October, 2012, 18:24:03 »
0

Oh I thought there was still separate stuff such as TDATA.8xp, hence why I was asking. I know certain ASM games like Desolate required one program to remain in RAM while playing.
Logged

Retired 83+ coder, Omnimaga/TIMGUL founder. Now doing power metal music (formerly did electronica)

Follow me on Bandcamp|Facebook|Reverbnation|Youtube|Twitter|Myspace
shmibs
bonsai bok choy wiseguy waterboy
Administrator
LV10 31337 u53r (Next: 2000)
*
Offline Offline

Last Login: Yesterday at 07:07:51
Date Registered: 11 June, 2010, 19:36:15
Location: 89B6
Posts: 1839


Topic starter
Total Post Ratings: +227

View Profile
« Reply #43 on: 30 January, 2013, 11:32:51 »
0

i finally got around to updating this again.

Added:
the tan button will now swap the front and back buffers of all the tiles in the tileset, enabling people to export either one (whichever is in front when the export is called) to options like "Set to Pic" which only allow monochrome.

an icon which appears in the top left corner of the screen when the colour depth is changed, indicating the new number of levels.

Changed:
several bugs fixed

various minor speed improvements. hopefully it won't be slow enough to annoy anyone now.

the controls have been modified to be more intuitive. switching the currently selected tile forwards/backwards is now handled with Graph/Trace, so the right thumb doesn't have to be moving back and forth constantly while editing. changing colour depth has been moved to ^, and reset all to .


this may very well be the last test release before the new version is all official and things, so test it out and try to find some bugs!

* tileIt-1.3.zip (24.85 KB - downloaded 4 times.)
« Last Edit: 30 January, 2013, 16:00:20 by shmibs » Logged



We're not human, are we?
shmibs
bonsai bok choy wiseguy waterboy
Administrator
LV10 31337 u53r (Next: 2000)
*
Offline Offline

Last Login: Yesterday at 07:07:51
Date Registered: 11 June, 2010, 19:36:15
Location: 89B6
Posts: 1839


Topic starter
Total Post Ratings: +227

View Profile
« Reply #44 on: 11 February, 2013, 06:58:18 »
0

ok, this makes a few more bug fixes and actually signing the app this time X_X
if nobody finds any bugs, this version is going up on ticalc tomorrow.
* shmibs has already spent a bit testing it.

* 1.3-3.zip (16.45 KB - downloaded 6 times.)

* beach!.png (3.86 KB, 192x128 - viewed 22 times.)
Logged



We're not human, are we?
Pages: 1 2 [3]   Go Up
  Print  
 
Jump to:  

Powered by EzPortal
Powered by MySQL Powered by SMF 1.1.18 | SMF © 2013, Simple Machines Powered by PHP
Page created in 0.264 seconds with 31 queries.
Skin by DJ Omnimaga edited from SMF default theme with the help of tr1p1ea.
All programs, games and songs avaliable on this website are property of their respective owners.
Best viewed in Opera, Firefox, Chrome and Safari with a resolution of 1024x768 or above.