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Author Topic: Pixelscape: online sprite and tilemap editor -  (Read 4814 times) Bookmark and Share
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TheMachine02
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« Reply #30 on: 12 June, 2012, 18:19:01 »
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Wow... that great (I use firefox and the bug was *****  Evil)
Else, I love this...
« Last Edit: 12 June, 2012, 18:19:11 by TheMachine02 » Logged

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axe programmeur
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« Reply #31 on: 14 June, 2012, 18:35:35 »
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ooh, ooh, are you going to include support for bitmaps ever, deep?
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« Reply #32 on: 14 June, 2012, 20:49:20 »
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What do you mean by bitmaps?

If you mean arbitrary-size sprites, then no, not planned.

If you mean uploading an image, I'm planning to add an upload feature to read a Pic variable as an Axe-style tilemap (twelve tiles across, however many tiles down).

If you mean exporting the tilemap as an image, that's a really great idea I hadn't thought of.
« Last Edit: 17 June, 2012, 06:25:40 by Deep Thought » Logged




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« Reply #33 on: 14 June, 2012, 23:57:54 »
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i meant importing and exporting bitmaps in a sourcecoder-like fashion.
« Last Edit: 14 June, 2012, 23:58:41 by shmibs » Logged



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« Reply #34 on: 16 June, 2012, 06:37:08 »
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deep, what formatting are you planning on for exporting axe source programs?
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« Reply #35 on: 16 June, 2012, 19:19:52 »
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i meant importing and exporting bitmaps in a sourcecoder-like fashion.
That's a good idea. I'll work on it later.
deep, what formatting are you planning on for exporting axe source programs?
It already exports as Axe source, just no sample tilemapping code yet because I'm not sure what it would do.

It's exported as a single Axe source program containing first the sprites, then the map, all stored to Static vara in sequential order.

If you select an RLE setting, the map is store with run-length encoding, either nibble-sized (max of 16 sprites) or byte-based (max of 256).

EDIT: Fixed stupid bug reported by shmibs. Exporting for Axe actually works now.
« Last Edit: 17 June, 2012, 06:37:43 by Deep Thought » Logged




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« Reply #36 on: 17 June, 2012, 22:07:51 »
+1

Update

New:
  • Keyboard controls - Ctrl+S to save, Ctrl+O to open, = to add sprite, - to delete sprite, and so on
  • Visible switcher (between sprite- and tilemap-editing modes)
Changed:
  • Load renamed to Open - Ctrl+O makes more sense that way
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« Reply #37 on: 18 June, 2012, 17:52:43 »
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Just tried it, it's nice!
Now you just have to add keyboard controls for the tilemap part Tongue
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« Reply #38 on: 18 June, 2012, 21:11:01 »
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I ... completely forgot about that.
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« Reply #39 on: 25 June, 2012, 21:06:14 »
+1

Finally added uploading.

Update

New:
  • Upload sprites, maps, or both

Valid uploads are 8XV files generated by tileIt! or Pixelscape. For tileIt! appvars, it accepts either sprite data or map data—it'll automatically detect which one it is and update only that part of your project. (Appvar files generated by Pixelscape contain both the sprite and map appvars.)
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« Reply #40 on: 25 June, 2012, 21:26:44 »
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could this have a luaFX feature too? (I cant tell you exactly how luaFX sprites are created, i think veb would be a better person.)
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« Reply #41 on: 25 June, 2012, 23:14:57 »
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it works =D
edit: saving seems to have been borked in the process, though.
« Last Edit: 25 June, 2012, 23:21:25 by shmibs » Logged



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« Reply #42 on: 26 June, 2012, 07:57:52 »
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could this have a luaFX feature too? (I cant tell you exactly how luaFX sprites are created, i think veb would be a better person.)
Not sure... Are they 8x8 monochrome?
it works =D
Yay. I hadn't actually tested individual app are generated by tileIt! yet. Glad to know it works Big smile
edit: saving seems to have been borked in the process, though.
What's wrong? Everything seems to work for me. Do you mean with saving online or downloading?
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« Reply #43 on: 26 June, 2012, 08:06:03 »
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downloading as appvar. when i did it just now, it was coming up corrupted in tileIt!
i thought it might be my fault, so i downloaded again and then uploaded back to your editor, with the same results, and that time the variable wouldn't even send (it was crashing wabbit/tilem)

what i did exactly was upload two appvars (which appeared to work properly), exported them to another appvar, reloaded the tab, and then uploaded the one it just exported. it looks like the attached picture, and the map didn't show up at all. everything past the 8th tile appears to be shifted up
EDIT: by the way, shift buttons would be a nice feature to add =)


* clrhome.org 2012-6-25 23:4:5.png (22.35 KB, 588x358 - viewed 170 times.)
« Last Edit: 26 June, 2012, 08:07:51 by shmibs » Logged



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« Reply #44 on: 26 June, 2012, 08:20:13 »
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Eek, I'll fix it as soon as i get the chance. It's weird though, because all the testing I've done with uploading has been with files exported from Pixelscape, and those files weren't corrupted.

Come to think of it, there was a weird bug where $0D bytes get randomly replaced by $0A when downloaded. I had absolutely no idea what was going on with that, because the files on the server were correct, and only a few of the $0D bytes were getting swapped, not all, and yet the behavior was consistent across different browsers o.O
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