Are grayscales planned ?Probably not.
EDIT : can we modify hex code ?Not yet, but it's planned—at least allowing Ctrl+V to paste.
Is a online multi user mode planned? Live pixel Whiteboarding would be very, very, very uselful!I'm thinking about that...
With some DOM operations, you could make the user store his sprites on his computer! ;)Saving online is planned (it'd be necessary if I ever get around to making it collaborative as you suggested, anyway).
hey, you should totally add in importing and exporting from 8xv so it can work with tileIt! XDSure! Same with my other apps—if you have suggestions for an output format, just tell me what it looks like and I'll add it eventually.
i found a bug, only with the top left pixel though. When you toggle a pixel with the spacebar, it gets black, but when you click on it with the mouse it should dissapear again. Which it doesn't, you have to click it twice. This is strange, because the hex code, as well as the small preview at the right, does change correct, but the grid does not.. just to let you know :)here the bug is on all pixel, not only the top left one, but the other way round, that if you toggle with the mouse you can't de-toggle with the spacebar if you toggled with the mouse.
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.
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 :P 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.
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.
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.
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.
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 =DYay. I hadn't actually tested individual app are generated by tileIt! yet. Glad to know it works XD
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?
/me was confused about copying as well, but you can do it. copy the value from the text box below the sprite, click on one for a different sprite, and hit ctrl+vOkay, I just changed that. You don't have to highlight the text box to copy anymore—just press Ctrl+C from anywhere.
shifting would be nice, though.Yes it would. I'll work on that as soon as I find an appropriate character to represent it in the control panel.
(or am I just stupid and this is already available?)Nah, not just you. Pixelscape supports only 8x8 sprites.
cool =DI didn't even think of that. That's a really interesting idea.
this will be really useful for people trying to keep track of large maps (or who want to add documentation/walkthroughs to their games)
That sounds awesome, I don't know why it would limit you to 8x8 though. Even if (for whatever reason) you could only do 8x8 sprites for that particular feature, there shouldn't be any reason to limit the rest of the program. :)cool =DI didn't even think of that. That's a really interesting idea.
this will be really useful for people trying to keep track of large maps (or who want to add documentation/walkthroughs to their games)
One feature I really want to add is the ability to import a tilemap from an image (basically the new feature reversed), where the app would look for distinct tiles and figure out an appropriate sprite and tilemap set. If it did get added as a feature, though, it would probably erase any possibility of having sprites of sizes other than 8x8. Does it sound like it'd be worth it?
I might consider extending it to support any size sprite between 2x2 and 16x16, but that will involve rewriting most of the code. (Rotation would also be significantly more complicated with odd-numbered dimensions :/)
UpdateAwesome. :) I'll keep that in mind.
You can now export your tilemap as an image! GIF, JPG, and PNG files are supported.
Mostly because I found myself constantly exporting as a Pic only to upload it to SourceCoder to get the GIF (which was black-and-white and too small for my taste).
(http://www.omnimaga.org/index.php?action=dlattach;topic=14427.0;attach=13661;image)
I wasn't thinking about doing everything with rotations and stuff, just on the tilemap part it displays it so that the tiles are closer together. :)(or am I just stupid and this is already available?)Nah, not just you. Pixelscape supports only 8x8 sprites.
I might consider extending it to support any size sprite between 2x2 and 16x16, but that will involve rewriting most of the code. (Rotation would also be significantly more complicated with odd-numbered dimensions :/)
I "rotate" it by dividing it into four blocks and moving the blocks around :/ Got a better way to do it? It would probably be better if I just calculated the rotated sprite off of the sprite code rather than physically moving around the pixels.I might consider extending it to support any size sprite between 2x2 and 16x16, but that will involve rewriting most of the code. (Rotation would also be significantly more complicated with odd-numbered dimensions :/)The addition of variable sprite sizes would be an incredibly useful feature. Rotation wouldn't be any more difficult, either. Rotation of an n x n matrix is done the same way for both even and odd values of n. You wouldn't need to have separate routines or anything...
Just realized I was being stupid. I could just ask users for the size of their sprites :PI "rotate" it by dividing it into four blocks and moving the blocks around :/ Got a better way to do it? It would probably be better if I just calculated the rotated sprite off of the sprite code rather than physically moving around the pixels.I might consider extending it to support any size sprite between 2x2 and 16x16, but that will involve rewriting most of the code. (Rotation would also be significantly more complicated with odd-numbered dimensions :/)The addition of variable sprite sizes would be an incredibly useful feature. Rotation wouldn't be any more difficult, either. Rotation of an n x n matrix is done the same way for both even and odd values of n. You wouldn't need to have separate routines or anything...
//clockwise
for (j = 0; j < N - 1; j++)
{
for (i = 0; i < N - 1; i++)
{
newMatrix[j, N - 1 - i] = curMatrix[i, j];
}
}
//counter-clockwise
for (j = 0; j < N - 1; j++)
{
for (i = 0; i < N - 1; i++)
{
newMatrix[N - 1 - j, i] = curMatrix[i, j];
}
}
deep, switching to a tile is making its contents shift down out of the sprite.What do you mean? Can't seem to find that bug, sorry :/ I created two sprites and switched back and forth using both the mouse and with keyboard controls, and they were fine.
i got tileIt to save and load sets properly now, so i tested a set from that as well, and it's not opening properly. here is the set in tileIt and the way it's opened in pixelscape:Can you send me the 8xvs you used?
the screenshot method i was using was selecting an area, and i have an overlay colour for selections, so it was recording that, too :P i fixed them already.That sounds like an awful screenshot program, if its own UI gets in the way of doing what it's supposed to do :P
and here's the 8xv:Pixelscape seems to display it correctly, as far as I can tell ???
DOUBLE EDIT: and here's a video of the shifting bug. it's only affecting the back buffer. i cleared my cache and things before recording.Bug fixed. (I miscounted something there x.x)
This is very nice, and I hope it remains online for much longer than Aichi's map editor.Just renewed my domain for another year. I plan on sticking around for a while :D
Also, thanks for adding Opera support lately. A few days ago I tried and tilemapping didn't work :PThat's great, but I didn't actually change anything haha
I don't know why I haven't seen this before, but this is awesome! O.OGlad you find it so :) Please tell me if you have any suggestions.
Any idea why the sprite shifting/rotating/animate options are grayed out (and not working)? O.O
I guess maybe he kept some features disabled for certain browsers x.xI had never actually tested Pixelscape in Opera (since I uninstalled it the last time I cleaned up my flash drive).
Ah I see now, I thought you disabled Opera support or something :P.I wouldn't do that unless there were some real security issues or something like that.
I hope you can add support for it in the future (although I heard that Opera is gonna move to Webkit at one point, so in long terms this might not be as useful)Really? That would basically take away the one reason I'm not using Opera right now lol
;OR Mask
.db $3C,$7E,$FF,$FF,$FF,$FF,$7E,$3C
;XOR Mask
.db $00,$3C,$7E,$7E,$7E,$7E,$3C,$00
That will cause the pixels on the outside of the ball to be unchanged when it is drawn, the pixels inside get set to white, perimeter is black. The data as I store it:;Interleaved
.db $3C,00,$7E,$3C,$FF,$7E,$FF,$7E,$FF,$7E,$FF,$7E,$7E,$3C,$3C,00
Probably the server. Though the uptime's been a bit better recently—it's around 97% now.Yeah, i noticed your server derping around a lot :/
The main site loaded in 0.8 seconds for me, and Pixelscape is just under one second.
Maybe the tools could be hosted on Sorunome's server if they don't use too many resources? :Pfunny enough, i would be ok with that :P
???????? ???????? ???????? ???????? ???????? ???????? ???????? ???????? | ???????? ???????? ???????? ???????? ???????? ???????? ???????? ???????? | ???????? ???????? ???????? ???????? ???????? ???????? ???????? ???????? |
-Hosting Pixelscape on Omni server so it no longer take 1 minute to load.The full Pixelscape app loaded in 0.8 seconds for me, along with a saved tilemap. 000webhost actually has very good speed AFAICT.
Strange, everything on clrhome.org loads incredibly slowly for me. Maybe there is a routing issue between 000webhost location and Eastern Canada/Northeast USA?Maybe. Is it still slow now?