Omnimaga

Omnimaga => News => Topic started by: nitacku on March 06, 2011, 03:05:31 am

Title: AxePaint released
Post by: nitacku on March 06, 2011, 03:05:31 am
AxePaint is a  sprite editor capable of editing 8x8 and 16x16 sprites in both 3 and 4 level grayscale. In addition, sprites can be exported as HEX directly to the Str1 variable for easy use in other applications. AxePaint uses an intuitive GUI so you don't have to memorize hotkeys. Writen in the Axe programming language, AxePaint benefits from the speed this language has to offer.

(http://img508.imageshack.us/img508/7493/axepaintss.gif)

http://www.omnimaga.org/index.php?action=downloads;sa=view;down=630
Title: Re: AxePaint
Post by: DJ Omnimaga on March 06, 2011, 03:06:55 am
This looks nice, despite the name it works for non-Axe sprites too, right? I like the features :D

Also thanks for including exporting sprite data to file. I loved some of the other sprite editors out there, but they had no file exporting. :(
Title: Re: AxePaint released
Post by: nitacku on March 06, 2011, 03:12:01 am
Yea, it should work for non-Axe sprites as well.
In fact, I used the program to generate a MirageOS program icon for itself :P
Title: Re: AxePaint released
Post by: ralphdspam on March 06, 2011, 03:25:26 am
 O.O This looks great!
Title: Re: AxePaint released
Post by: DJ Omnimaga on March 06, 2011, 03:29:30 am
Cool to hear Nitacku. :D
Title: Re: AxePaint released
Post by: nitacku on March 06, 2011, 03:53:03 am
I'm thinking of changing the export feature slightly. Currently, AxePaint exports both buffers to Str1.
But, I propose splitting up the buffers: front to Str1, back to Str2, and both to Str3.

What are other people's thoughts on this?
Would I be using too many variables?
Title: Re: AxePaint released
Post by: jsj795 on March 06, 2011, 05:29:45 am
How about having an option for the user to choose between two?
Title: Re: AxePaint released
Post by: Aichi on March 06, 2011, 06:49:41 am
Aww, great job!
It impressed me how well you use the 96x64 TI Screen, this GUI has been designed very efficiently. :)
Title: Re: AxePaint released
Post by: TIfanx1999 on March 06, 2011, 08:25:29 am
Hey Nitaku, looks great! It's been a long while eh? How've you been? :)
Title: Re: AxePaint released
Post by: Deep Toaster on March 06, 2011, 09:09:18 am
Well, this is definitely more than a sprite editor :D It looks great, especially the GUI. Great work Nitacku!
Title: Re: AxePaint released
Post by: ztrumpet on March 06, 2011, 11:14:46 am
Wow, this looks wonderful!  Great job Nitacku! ;D

I'm thinking of changing the export feature slightly. Currently, AxePaint exports both buffers to Str1.
But, I propose splitting up the buffers: front to Str1, back to Str2, and both to Str3.

What are other people's thoughts on this?
Would I be using too many variables?
I like this idea. :)
Title: Re: AxePaint released
Post by: squidgetx on March 06, 2011, 11:19:31 am
Damn, son, that's impressive :o Love the translation effects and the variable sizes. I have a feature request though; could you make the 16x16 feature have an option to export as 4 8x8's?
Title: Re: AxePaint released
Post by: Lionel Debroux on March 06, 2011, 11:31:56 am
Great work :)
Title: Re: AxePaint released
Post by: Madskillz on March 06, 2011, 01:01:04 pm
Nice work all around. I like all the stuff you can do to the sprite like rotating and changing the background. Awesome work nitacku!
Title: Re: AxePaint released
Post by: ParkerR on March 06, 2011, 01:14:25 pm
Very nice program. Another way to waste time in class XD
Title: Re: AxePaint released
Post by: ralphdspam on March 06, 2011, 01:58:54 pm
What is the difference between the Mirage OS and the No-stub? Is it just the icon?
Title: Re: AxePaint released
Post by: DJ Omnimaga on March 06, 2011, 02:45:33 pm
I think so, or maybe the Mirage one saves stuff inside the program with writeback?

Btw does Axe actually support custom icons or do you still need to use some ASM?
Title: Re: AxePaint released
Post by: Michael_Lee on March 06, 2011, 02:46:55 pm
Axe does support custom icons as of 0.4.8 or 0.5.0, I think.

This is a really awesome program.  I personally wouldn't have a problem with exporting hex data to three strings.
Title: Re: AxePaint released
Post by: DJ Omnimaga on March 06, 2011, 02:47:14 pm
Ah ok. :D
Title: Re: AxePaint released
Post by: Builderboy on March 06, 2011, 03:12:52 pm
Wow that is one shiny looking gui!  It looks excellent, and with so many easy and awesome features to use!  Amazing job :D
Title: Re: AxePaint released
Post by: Happybobjr on March 06, 2011, 03:29:04 pm
Its axemplary
Title: Re: AxePaint released
Post by: Stefan Bauwens on March 06, 2011, 03:32:59 pm
It looks really nice. Well done!
Title: Re: AxePaint released
Post by: nitacku on March 06, 2011, 03:38:31 pm
Thank you everyone for the compliments!

I'm working on optimizing and adding the new export abilities into AxePaint right now.
The export command will open a new menu:

F1: top buffer
F2: bottom buffer
F3: both buffers
F4: 8x8 parts (splits the buffers into 8x8 blocks) (per squidgetx's request)
F5: return

Also, if there are any feature requests, let me know and I'll see if I can implement them.
Title: Re: AxePaint released
Post by: Deep Toaster on March 06, 2011, 03:50:49 pm
What is the difference between the Mirage OS and the No-stub? Is it just the icon?

And a description, plus two bytes in front that label it as a MirageOS prgm.
Title: Re: AxePaint released
Post by: nitacku on March 07, 2011, 04:56:36 pm
AxePaint has been updated!
There are now 4 methods to export the sprite has HEX.

(http://img695.imageshack.us/img695/7493/axepaintss.gif)

If you have a feature request, let me know.
Title: Re: AxePaint released
Post by: DJ Omnimaga on March 07, 2011, 05:05:13 pm
Ooh nice, I like it. Also 4 8x8 splitted hex will be nice, because in Axe, to display 16x16 sprites sometimes you need to use 4 8x8 sprites.
Title: Re: AxePaint released
Post by: Darl181 on March 07, 2011, 08:14:11 pm
O.O
That is all.

Actually, that's not all.  The download link doesn't work, it says it isn't approved yet.
Or am I missing something?
nvm, it works now.
Title: Re: AxePaint released
Post by: Deep Toaster on March 07, 2011, 08:59:53 pm
  • top buffr:   Only the top buffer will be exported.
       
  • btm buff:   Only the bottom buffer will be exported.
       
  • all buffr:    Both top and bottom buffers will be exported.
                   Formatted as: [Top Buffer][Bottom Buffer]
       
  • 8x8 pack:   Identical to "all buffr" will the addition
                   that the HEX will be split into 8x8 parts.
       

I suggest formatting "all buffr" as [Top Buffer]:[Bottom Buffer]. Oh, and exporting to 2ND+ENTER ;D
Title: Re: AxePaint released
Post by: Freyaday on March 23, 2011, 05:10:08 pm
Wow. Amazing GUI. This has inspired me...to the drawing board!
Title: Re: AxePaint released
Post by: DJ Omnimaga on February 24, 2012, 03:37:05 pm
Not sure if it's him who is at fault, considering he uses an outdated Axe build or most likely did something in his code earlier, but just in case it might be a bug in AxePaint

Quote from: IRC
[15:31:30]   Keoni29   Axepaint is evil
[15:31:38]   Eiyeron   (excuse me, another reflex :/)
[15:31:39]   Keoni29   It screwed up my ram
[15:31:52]   Keoni29   MARCO
[15:32:22]   *   Keoni29  waitin for your reflexes to kick in
[15:32:29]   DJ_O   you might need to report the bug to the author in his topic keoni29
[15:32:44]   DJ_O   unless it's SirCmpwn, who is banned from both Omni and Cemetech
[15:33:16]   DJ_O   also aren't you sure it's not you who did something wrong?
[15:33:19]   Keoni29   Writing and reading from and to appvars is somehow corrupted
[15:33:26]   DJ_O   oh
[15:33:33]   Keoni29   My code worked just fine before
[15:33:36]   DJ_O   do you use the right Axe version?
[15:33:42]   Keoni29   1.1.1
Title: Re: AxePaint released
Post by: Keoni29 on February 24, 2012, 03:38:46 pm
Not sure if it's him who is at fault, considering he uses an outdated Axe build or most likely did something in his code earlier, but just in case it might be a bug in AxePaint

Quote from: IRC
[15:31:30]   Keoni29   Axepaint is evil
[15:31:38]   Eiyeron   (excuse me, another reflex :/)
[15:31:39]   Keoni29   It screwed up my ram
[15:31:52]   Keoni29   MARCO
[15:32:22]   *   Keoni29  waitin for your reflexes to kick in
[15:32:29]   DJ_O   you might need to report the bug to the author in his topic keoni29
[15:32:44]   DJ_O   unless it's SirCmpwn, who is banned from both Omni and Cemetech
[15:33:16]   DJ_O   also aren't you sure it's not you who did something wrong?
[15:33:19]   Keoni29   Writing and reading from and to appvars is somehow corrupted
[15:33:26]   DJ_O   oh
[15:33:33]   Keoni29   My code worked just fine before
[15:33:36]   DJ_O   do you use the right Axe version?
[15:33:42]   Keoni29   1.1.1
Everything worked just fine before I used AxePaint.
Title: Re: AxePaint released
Post by: DJ Omnimaga on February 24, 2012, 03:39:42 pm
It could possibly be a conflict between both your program or a coincidence, though. I know that I did something wrong before but it did not have any bad effect until I tried running other unrelated programs. But in case it's a real bug it,s best to report it here.
Title: Re: AxePaint released
Post by: Jonius7 on February 25, 2012, 06:04:15 am
I think it worked for me quite nicely, I was able to recall it in other programs once I'd saved it.