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Author Topic: Pixelscape: online sprite and tilemap editor -  (Read 4834 times) Bookmark and Share
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Deep Thought
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« Reply #15 on: 09 June, 2012, 02:23:56 »
+1

Double-post with big updates!

Update

New:
  • Animation - click the play button to run through your sprites as an animation
  • Map editor - press Enter to toggle between sprite and map editing modes
« Last Edit: 09 June, 2012, 02:24:03 by Deep Thought » Logged




shmibs
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« Reply #16 on: 09 June, 2012, 07:06:05 »
0

is the map editing mode supposed to look like this?
oh, and i like the drawing functions =)


* Screenshot-1.png (61.42 KB, 610x476 - viewed 135 times.)
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« Reply #17 on: 09 June, 2012, 16:45:58 »
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No, that's not it...

Can you try again? If it still doesn't work, tell me what browser you're using.

EDIT: More updates!

Update

New:
  • Resizing - set your tilemap to any (integer) dimensions between 2 and 128
« Last Edit: 09 June, 2012, 18:08:24 by Deep Thought » Logged




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« Reply #18 on: 09 June, 2012, 18:43:58 »
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This editor is great!

For me with firefox 12 everything works perfectly except copy & paste. Or are you not supposed to be able to copy a sprite and paste it in another one?

Are you planning to make also the sprites resizable? That would make it even more universally usable.
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« Reply #19 on: 09 June, 2012, 18:53:52 »
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This editor is great!
Thanks!
For me with firefox 12 everything works perfectly except copy & paste. Or are you not supposed to be able to copy a sprite and paste it in another one?
Dumb mistake, fixed.
Are you planning to make also the sprites resizable? That would make it even more universally usable.
Probably not for now.
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« Reply #20 on: 09 June, 2012, 20:10:27 »
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deep, could you add in a number next to tiles to indicate which number each one is? putting the map into a frame of it's own so it never gets larger than the screen of the browser viewing it would also be useful.
everything else looks great, and sorry for causing concern with that screenshot Tongue
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« Reply #21 on: 09 June, 2012, 21:01:14 »
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deep, could you add in a number next to tiles to indicate which number each one is?
I knew someone would ask for that eventually Tongue I'll need to rewrite some things to make that work.
putting the map into a frame of it's own so it never gets larger than the screen of the browser viewing it would also be useful.
That's a good idea. I'll do that.
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« Reply #22 on: 11 June, 2012, 07:41:48 »
+2

Update

New:
  • Saving online - click the Save button (when you're logged in) and your sprites and maps will be ready the next time you open the page
  • Loading from template - there are currently four templates (Blank, Mario, Pokemon, and Runner), just some sprites and maps for inspiration or to help you get started
  • Exporting - only tileIt! format is supported right now, but I'll add the others soon
Fixed:
  • Bug that caused the map editor to start completely black once in a while
  • Bug that caused the rotation buttons to appear ridiculously high in Firefox
  • Map editor is now constrained to 480x320 pixels (as shmibs suggested)

EDIT: Just tested it with tileIt!... It actually worked shocked
« Last Edit: 11 June, 2012, 07:54:19 by Deep Thought » Logged




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« Reply #23 on: 11 June, 2012, 10:28:51 »
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hmm, i saw the new size of the tilemapper, and i think it's too small xs i think everyone here has a screen big enough to make your tilemap size bigger than that..
i would suggest 640x480, because 480x320 is quite fast filled with blocks of 8x8 pixels..
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« Reply #24 on: 11 June, 2012, 15:42:21 »
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How large are the maps you're using? 12x8 is about the largest that can fit in 480x320, but I can easily make it bigger.
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« Reply #25 on: 11 June, 2012, 15:58:01 »
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i love it =D
how does exporting two appvariables as one work, though?
* shmibs has never seen that before
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« Reply #26 on: 11 June, 2012, 21:47:31 »
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TI's 8** formats can actually hold any number of variables. (Well, I guess there's a limit since the files can theoretically be a maximum of 65,592 bytes large Tongue)
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« Reply #27 on: 11 June, 2012, 22:11:54 »
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is there some pc utility that can be used to combine them, then? or is pixelscape going to accept the set and map stored separately?
oh, and how is saving online going to work?
« Last Edit: 11 June, 2012, 22:13:53 by shmibs » Logged



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« Reply #28 on: 11 June, 2012, 23:17:20 »
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is there some pc utility that can be used to combine them, then?
I don't know of any. All the link programs receive programs from the calculator one by one.
or is pixelscape going to accept the set and map stored separately?
Yes, it will. If there are two valid variables in the uploaded file, it will use them both; if there's one and it's a multiple of eight bytes, it'll assume it's a sprite set; otherwise it'll check if it's a map.

This is just planning, since I haven't actually coded anything for uploads yet.
oh, and how is saving online going to work?
It already works. When you click Save (while logged in), it saves your sprites and tilemap together in an XML file that belongs only to you. When you load the page again, it'll automatically load what you had saved.

If I do get around to working on cooperative editing, I'll have to change this so that it saves every action you make automatically.
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« Reply #29 on: 12 June, 2012, 15:43:09 »
+1

Update

New:
  • Export as Pic variable - grab the first 96x64 block of your map, using your sprites, as a Pic
  • Export as Axe source - export your sprites and tilemap as an Axe source program, with the tilemap optionally compressed with RLE
Changed:
  • The canvas is now a maximum of 480x480 pixels
Fixed:
  • Fixed bug for Firefox that didn't allow you to edit the name of the exported file

Exporting as Axe source doesn't support the sample code option yet, mainly because I haven't decided what the sample code should do Tongue
« Last Edit: 12 June, 2012, 15:43:45 by Deep Thought » Logged




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