Author Topic: SirCmpwn's Sprite Editor  (Read 19736 times)

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SirCmpwn

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SirCmpwn's Sprite Editor
« on: January 05, 2011, 10:40:11 pm »
YAASE ;)

I spent some time while grounded working on a 4-level grayscale sprite editor.  It shows you a large view and a small view, and allows you to edit a sprite sheet (a large number of sprites used for a single purpose, such as a tilemap).  That much is not very impressive.  The impressive part is that you can export the entire sprite sheet into an Axe-formatted library program, and immediately add an "include" to your program that uses the sprites.  When using the editor, the grayscale is a little slow, but it is easy to see the colors.  Attached is a screenie and the program itself, enjoy!  I will release source code at a later time.
« Last Edit: January 05, 2011, 10:41:38 pm by SirCmpwn »

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Re: SirCmpwn's Sprite Editor
« Reply #1 on: January 05, 2011, 10:42:48 pm »
Awesome!  This is great!
Thanks Sir!! ;D

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Re: SirCmpwn's Sprite Editor
« Reply #2 on: January 05, 2011, 10:47:22 pm »
I like the intro :)
/e

SirCmpwn

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Re: SirCmpwn's Sprite Editor
« Reply #3 on: January 05, 2011, 10:48:55 pm »
Thanks Eeems, but the important part is the editor :P what do you think of it?

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Re: SirCmpwn's Sprite Editor
« Reply #4 on: January 05, 2011, 10:50:15 pm »
I think something like the intro should be displayed while KOS boots up :)
The editor is nice too :) I myself wouldn't probably use it because I think I've completely gone to the assembly side, but it looks great and easy to use as well as feature filled :)
/e

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Re: SirCmpwn's Sprite Editor
« Reply #5 on: January 06, 2011, 01:58:03 am »
Nice! I like how it can export entire sprite sheets.
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SirCmpwn

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Re: SirCmpwn's Sprite Editor
« Reply #6 on: January 06, 2011, 05:23:56 pm »
Yeah, it was a bit of a pain getting the tokenized stuff working, because it isn't just plain ASCII, but importing the sprite sheets again was more of a pain.

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Re: SirCmpwn's Sprite Editor
« Reply #7 on: January 06, 2011, 05:29:58 pm »
I second the intro in KOS, but also an option to skip it

nice, I definitly will be using this.  ;)  HEXPIC's just kinda slow for me...  :P
« Last Edit: January 06, 2011, 06:13:09 pm by yunhua98 »

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SirCmpwn

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Re: SirCmpwn's Sprite Editor
« Reply #8 on: January 06, 2011, 05:33:30 pm »
Sounds great, yunhua98!  If you are concerned about the possibility of loosing your data due to crashes, you can keep your sprite sheet archived, and the editor will seamlessly import it, and can re-archive it on export if you change the setting.

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Re: SirCmpwn's Sprite Editor
« Reply #9 on: January 06, 2011, 06:10:52 pm »
If anyone wants a smaller version of Hexpic I wrote, you can find it here.
I think it's under 1000 bytes (anyone using an 83+?)
(Not trying to undermine you Sir. This is mainly for people with not a lot of memory.)
« Last Edit: January 06, 2011, 06:17:27 pm by Binder News »
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SirCmpwn

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Re: SirCmpwn's Sprite Editor
« Reply #10 on: January 06, 2011, 06:17:56 pm »
Naw, it's totally cool.  I once wrote a very simple sprite converter program for minimalistic programmers that was something like 50 bytes.

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Re: SirCmpwn's Sprite Editor
« Reply #11 on: January 06, 2011, 06:19:42 pm »
O.o That's tiny
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SirCmpwn

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Re: SirCmpwn's Sprite Editor
« Reply #12 on: January 06, 2011, 06:20:05 pm »
Quick modify ftw.  It's good to be a moderator.

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Re: SirCmpwn's Sprite Editor
« Reply #13 on: January 06, 2011, 06:20:56 pm »
yeah, that's exactly what id did lol.  XD  :P

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Re: SirCmpwn's Sprite Editor
« Reply #14 on: January 06, 2011, 09:12:21 pm »
Quick modify ftw.  It's good to be a moderator.
yeah, that's exactly what id did lol.  XD  :P
???

Also, I think this should be moved to calc projects - anybody concur?

Hmm, 4-scale, huh?  Maybe I can finally try making a 4-scale game!
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