Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: Deep Toaster on May 28, 2012, 11:37:33 am

Title: Pixelscape: online sprite and tilemap editor
Post by: Deep Toaster on May 28, 2012, 11:37:33 am
A·Sprite and A·Map (http://ourl.ca/8641/) were two great tools, but they've disappeared, so I thought I'd try making an online sprite editor of my own.

Pixelscape (http://clrhome.org/pix/) is what I have so far. Currently I've only made a simple sprite editor, but you can create, edit, delete, and rearrange any number of sprites listed in the right sidebar, which will serve as the tileset when I build a map editor around it.

Also legitimate use of [netham45] below ^^

[netham45](http://clrhome.org/pix/bar.png) (http://clrhome.org/pix/)
Planned features
LATEST UPDATE: http://ourl.ca/13677/264135/
Title: Re: [INDEV] Pixelscape: online sprite and tilemap editor
Post by: Nick on May 29, 2012, 08:06:07 am
oh, now the link works as it should :)

it looks really good, simple, but good.. and it's nice that you can see the tiles on the side, but wouldn't you change that to a grid instead of a list? since when making tilemaps, you quickly got a lot of sprites, and it would be handy if you wouldn't have to scroll up and down all the time
Title: Re: [INDEV] Pixelscape: online sprite and tilemap editor
Post by: Deep Toaster on May 29, 2012, 09:08:57 am
Yeah, that's a good point. It's a list because rearrangeable lists are easier to make and keep track of than rarrangeable grids :P I'll look into it though.

UPDATE: Added undo (Ctrl+Z).
Title: Re: [INDEV] Pixelscape: online sprite and tilemap editor
Post by: kindermoumoute on May 29, 2012, 11:58:52 am
Are grayscales planned ?

EDIT : can we modify hex code ?

EDIT2 : wooot my rate is 42? :w00t:
Title: Re: [INDEV] Pixelscape: online sprite and tilemap editor
Post by: Eiyeron on May 29, 2012, 12:19:05 pm
NO more :p

Is a online multi user mode planned? Live pixel Whiteboarding would be very, very, very uselful!

With some DOM operations, you could make the user store his sprites on his computer! ;)
Title: Re: [INDEV] Pixelscape: online sprite and tilemap editor
Post by: Stefan Bauwens on May 29, 2012, 03:07:01 pm
Looks awesome. I'll be using this. :)
Title: Re: [INDEV] Pixelscape: online sprite and tilemap editor
Post by: Deep Toaster on May 29, 2012, 10:46:57 pm
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...

I've always wanted to make something Google Docs style, so I'd like to test it out with something simple like this before adding it to, say, ORG.
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).

As for saving on the user's computer, I'm planning to make it export the sprite and tilemap data (with optional sample tilemapping code) as an 8XP.

I have lots of plans for this thing :D

EDIT: Okay, maybe grayscale. Eventually.
Title: Re: [INDEV] Pixelscape: online sprite and tilemap editor
Post by: shmibs on May 30, 2012, 01:30:55 am
hey, you should totally add in importing and exporting from 8xv so it can work with tileIt! XD
i'm not sure what live collaboration would be useful for, but if it means practice for other things, go ahead!
Title: Re: [INDEV] Pixelscape: online sprite and tilemap editor
Post by: Deep Toaster on May 30, 2012, 06:32:35 pm
hey, you should totally add in importing and exporting from 8xv so it can work with tileIt! XD
Sure! 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.
Title: Re: [INDEV] Pixelscape: online sprite and tilemap editor
Post by: blue_bear_94 on May 30, 2012, 06:39:46 pm
Also, you should support conversion to a 68k C array.
Title: Re: [INDEV] Pixelscape: online sprite and tilemap editor
Post by: Deep Toaster on June 07, 2012, 12:01:52 am
I still haven't started on the tilemapper part yet, but here are some minor additions.

Update

New:
By the way, shmibs, seems you accidentally my post instead of quoting it :( Would you mind posting what you posted again?
Title: Re: [INDEV] Pixelscape: online sprite and tilemap editor
Post by: shmibs on June 07, 2012, 01:23:59 am
oh dear X.X

all i said is that my oncalc app does just about exactly what yours is supposed to do, so transferring data between the two with appvars wouldn't be difficult. i store tilesets in an appvar that nothing but data, 8*8, tile by tile, and can have up to 256, and maps are stored with the very first byte indicating the map's width in tiles, and then map data, row by row, with a maximum width and height of 128 each.
Title: Re: [INDEV] Pixelscape: online sprite and tilemap editor
Post by: Nick on June 07, 2012, 01:49:24 am
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 :)
Title: Re: [INDEV] Pixelscape: online sprite and tilemap editor
Post by: Sorunome on June 07, 2012, 08:26:26 am
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.
EDIT: If you switch between sprites you also can just detoggle them with the mouse.
Title: Re: [INDEV] Pixelscape: online sprite and tilemap editor
Post by: Deep Toaster on June 07, 2012, 08:31:01 pm
Update

Fixed:New:
Title: Re: [INDEV] Pixelscape: online sprite and tilemap editor
Post by: Deep Toaster on June 08, 2012, 08:23:56 pm
Double-post with big updates!

Update

New:
Title: Re: [INDEV] Pixelscape: online sprite and tilemap editor
Post by: shmibs on June 09, 2012, 01:06:05 am
is the map editing mode supposed to look like this?
oh, and i like the drawing functions =)
Title: Re: [INDEV] Pixelscape: online sprite and tilemap editor
Post by: Deep Toaster on June 09, 2012, 10:45:58 am
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:
Title: Re: [INDEV] Pixelscape: online sprite and tilemap editor
Post by: lkj on June 09, 2012, 12:43:58 pm
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.
Title: Re: [INDEV] Pixelscape: online sprite and tilemap editor
Post by: Deep Toaster on June 09, 2012, 12:53:52 pm
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.
Title: Re: [INDEV] Pixelscape: online sprite and tilemap editor
Post by: shmibs on June 09, 2012, 02:10:27 pm
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 :P
Title: Re: [INDEV] Pixelscape: online sprite and tilemap editor
Post by: Deep Toaster on June 09, 2012, 03:01:14 pm
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.
Title: Re: [INDEV] Pixelscape: online sprite and tilemap editor
Post by: Deep Toaster on June 11, 2012, 01:41:48 am
Update

New:Fixed:
EDIT: Just tested it with tileIt!... It actually worked O.O
Title: Re: [INDEV] Pixelscape: online sprite and tilemap editor
Post by: Nick on June 11, 2012, 04:28:51 am
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..
Title: Re: [INDEV] Pixelscape: online sprite and tilemap editor
Post by: Deep Toaster on June 11, 2012, 09:42:21 am
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.
Title: Re: [INDEV] Pixelscape: online sprite and tilemap editor
Post by: shmibs on June 11, 2012, 09:58:01 am
i love it =D
how does exporting two appvariables as one work, though?/me has never seen that before
Title: Re: [INDEV] Pixelscape: online sprite and tilemap editor
Post by: Deep Toaster on June 11, 2012, 03:47:31 pm
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 :P)
Title: Re: [INDEV] Pixelscape: online sprite and tilemap editor
Post by: shmibs on June 11, 2012, 04:11:54 pm
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?
Title: Re: [INDEV] Pixelscape: online sprite and tilemap editor
Post by: Deep Toaster on June 11, 2012, 05:17:20 pm
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.
Title: Re: [INDEV] Pixelscape: online sprite and tilemap editor
Post by: Deep Toaster on June 12, 2012, 09:43:09 am
Update

New:Changed:Fixed:
Exporting as Axe source doesn't support the sample code option yet, mainly because I haven't decided what the sample code should do :P
Title: Re: [INDEV] Pixelscape: online sprite and tilemap editor
Post by: TheMachine02 on June 12, 2012, 12:19:01 pm
Wow... that great (I use firefox and the bug was *****  >:D)
Else, I love this...
Title: Re: [INDEV] Pixelscape: online sprite and tilemap editor
Post by: shmibs on June 14, 2012, 12:35:35 pm
ooh, ooh, are you going to include support for bitmaps ever, deep?
Title: Re: [INDEV] Pixelscape: online sprite and tilemap editor
Post by: Deep Toaster on June 14, 2012, 02:49:20 pm
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.
Title: Re: [INDEV] Pixelscape: online sprite and tilemap editor
Post by: shmibs on June 14, 2012, 05:57:54 pm
i meant importing and exporting bitmaps in a sourcecoder-like fashion.
Title: Re: [INDEV] Pixelscape: online sprite and tilemap editor
Post by: shmibs on June 16, 2012, 12:37:08 am
deep, what formatting are you planning on for exporting axe source programs?
Title: Re: [INDEV] Pixelscape: online sprite and tilemap editor
Post by: Deep Toaster on June 16, 2012, 01:19:52 pm
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.
Title: Re: [INDEV] Pixelscape: online sprite and tilemap editor
Post by: Deep Toaster on June 17, 2012, 04:07:51 pm
Update

New:Changed:
Title: Re: [INDEV] Pixelscape: online sprite and tilemap editor
Post by: Sorunome on June 18, 2012, 11:52:43 am
Just tried it, it's nice!
Now you just have to add keyboard controls for the tilemap part :P
Title: Re: [INDEV] Pixelscape: online sprite and tilemap editor
Post by: Deep Toaster on June 18, 2012, 03:11:01 pm
I ... completely forgot about that.
Title: Re: [INDEV] Pixelscape: online sprite and tilemap editor
Post by: Deep Toaster on June 25, 2012, 03:06:14 pm
Finally added uploading.

Update

New:
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.)
Title: Re: [INDEV] Pixelscape: online sprite and tilemap editor
Post by: flyingfisch on June 25, 2012, 03:26:44 pm
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.)
Title: Re: [INDEV] Pixelscape: online sprite and tilemap editor
Post by: shmibs on June 25, 2012, 05:14:57 pm
it works =D
edit: saving seems to have been borked in the process, though.
Title: Re: [INDEV] Pixelscape: online sprite and tilemap editor
Post by: Deep Toaster on June 26, 2012, 01:57:52 am
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 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?
Title: Re: [INDEV] Pixelscape: online sprite and tilemap editor
Post by: shmibs on June 26, 2012, 02:06:03 am
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 =)
Title: Re: [INDEV] Pixelscape: online sprite and tilemap editor
Post by: Deep Toaster on June 26, 2012, 02:20:13 am
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
Title: Re: [INDEV] Pixelscape: online sprite and tilemap editor
Post by: Deep Toaster on June 26, 2012, 11:51:04 am
Okay, fixed that and a couple other bugs caused by the same problem.

This has to be one of my dumbest bugs ever... One single mistake with order of operations was corrupting every exported file with a byte $0D (which happens to be required in the new 8X* format) :P
Title: Re: [INDEV] Pixelscape: online sprite and tilemap editor
Post by: shmibs on June 26, 2012, 11:56:40 am
coolio =D
are you planning on adding anything else, or is it done?
Title: Re: [INDEV] Pixelscape: online sprite and tilemap editor
Post by: blue_bear_94 on June 26, 2012, 11:57:49 am
I've noticed that there is no way to copy a sprite, or shift it.
Title: Re: [INDEV] Pixelscape: online sprite and tilemap editor
Post by: shmibs on June 26, 2012, 12:02:09 pm
/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+v
shifting would be nice, though.
Title: Re: [INDEV] Pixelscape: online sprite and tilemap editor
Post by: Deep Toaster on June 26, 2012, 12:34:55 pm
/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+v
Okay, 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.

EDIT: More updates!

Update

New:Changed:Fixed:
Title: Re: [INDEV] Pixelscape: online sprite and tilemap editor
Post by: Stefan Bauwens on June 27, 2012, 02:55:15 am
Shifting is pretty cool! Thanks Deep Though, I will and am using Pixelscape.
Title: Re: Pixelscape: online sprite and tilemap editor
Post by: parserp on July 09, 2012, 08:52:23 pm
Request: have tilemaps size variable, so that when we have 5*5 sprites there is not 3 pixels around them in each direction. (or am I just stupid and this is already available?)
Title: Re: Pixelscape: online sprite and tilemap editor
Post by: Deep Toaster on July 12, 2012, 02:27:48 am
(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 :/)
Title: Re: Pixelscape: online sprite and tilemap editor
Post by: Deep Toaster on September 15, 2012, 06:29:18 pm
Update

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)
Title: Re: Pixelscape: online sprite and tilemap editor
Post by: Sorunome on September 15, 2012, 06:37:54 pm
wow, that's awesome! :D
Title: Re: Pixelscape: online sprite and tilemap editor
Post by: shmibs on September 15, 2012, 10:27:51 pm
cool =D
this will be really useful for people trying to keep track of large maps (or who want to add documentation/walkthroughs to their games)
Title: Re: Pixelscape: online sprite and tilemap editor
Post by: Deep Toaster on September 17, 2012, 01:15:13 am
cool =D
this will be really useful for people trying to keep track of large maps (or who want to add documentation/walkthroughs to their games)
I didn't even think of that. That's a really interesting idea.

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?
Title: Re: Pixelscape: online sprite and tilemap editor
Post by: leafy on September 17, 2012, 01:23:42 am
That looks useful, especially for people who want to import maps from other games.

But you should really finish greyscale tile support first :P
Title: Re: Pixelscape: online sprite and tilemap editor
Post by: TIfanx1999 on September 17, 2012, 02:50:14 am
cool =D
this will be really useful for people trying to keep track of large maps (or who want to add documentation/walkthroughs to their games)
I didn't even think of that. That's a really interesting idea.

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?
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. :)
Title: Re: Pixelscape: online sprite and tilemap editor
Post by: ZippyDee on September 17, 2012, 03:17:59 am
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...

As for importing tilemaps, I'd say that variable sprite sizes would be more useful than importing tilemaps, but even so I agree that just because imported maps would be limited to 8x8, it wouldn't mean the whole application would need to be limited to 8x8.
Title: Re: Pixelscape: online sprite and tilemap editor
Post by: Stefan Bauwens on September 17, 2012, 11:08:45 am
Update

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)
Awesome. :) I'll keep that in mind.
Title: Re: Pixelscape: online sprite and tilemap editor
Post by: parserp on September 17, 2012, 06:28:14 pm
(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 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. :)
Title: Re: Pixelscape: online sprite and tilemap editor
Post by: Deep Toaster on September 17, 2012, 07:05:26 pm
Just realized I was being stupid. I could just ask users for the size of their sprites :P
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...
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.
Title: Re: Pixelscape: online sprite and tilemap editor
Post by: leafy on September 17, 2012, 09:26:25 pm
A bit of googling yielded http://stackoverflow.com/questions/6930667/what-is-the-fastest-way-to-rotate-the-bits-in-an-8x8-block-on-bits - The only way I know how to do it it using linear algebra, but maybe that could be of help? :P
Title: Re: Pixelscape: online sprite and tilemap editor
Post by: Deep Toaster on September 17, 2012, 10:31:22 pm
Thanks! Wasn't aware rotating a packed 8x8 block of bit data was a common problem :crazy:
Title: Re: Pixelscape: online sprite and tilemap editor
Post by: Sorunome on September 18, 2012, 07:25:05 pm
Where else than sprite/image editing would you use it? O.O
Title: Re: Pixelscape: online sprite and tilemap editor
Post by: ZippyDee on September 19, 2012, 11:20:51 pm
Just realized I was being stupid. I could just ask users for the size of their sprites :P
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...
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.

Matrix rotation is just a matter of nested For loops. It can be done really easily with an N x N matrix.
Code: [Select]
//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];
    }
}
Title: Re: Pixelscape: online sprite and tilemap editor
Post by: Deep Toaster on September 20, 2012, 06:42:05 pm
Oh, it's just that I was doing it in a way that would use only one matrix.
Title: Re: Pixelscape: online sprite and tilemap editor
Post by: ZippyDee on September 21, 2012, 02:53:18 am
Is there any reason not to use a second matrix? It's not like it's THAT much to add a second matrix, especially if it's only 16x16 at most...
Title: Re: Pixelscape: online sprite and tilemap editor
Post by: Deep Toaster on September 30, 2012, 12:33:16 pm
Update

No arbitrary-size sprites yet, but here's something new:

(http://oi48.tinypic.com/2imax4z.jpg)

Yes, grayscale—finally. Use the drop-down to the right of the sprite hex code (the one that says "Four" in the screenshot) to switch between monochrome, 3-level grayscale, and 4-level grayscale modes.

Most of the code had to be rewritten for it to work, but everything should be working with the exception of copy-paste. I'll try to finish that bit up as soon as possible. (Exporting as a picture variable only does monochrome.) Please test! :D

NOTE: Because it supports grayscale now, Pixelscape imports and exports the data in a new format that is not compatible with the old one. The new format is the one that will be used by the next version of shmibs's tileIt! (which adds grayscale support too!).

For those of you who have spritesheets saved online, I've updated them to the new format.
Title: Re: Pixelscape: online sprite and tilemap editor
Post by: Sorunome on September 30, 2012, 12:45:40 pm
wow, awesome, greyscale support!
Greate work deep! :D
Title: Re: Pixelscape: online sprite and tilemap editor
Post by: shmibs on September 30, 2012, 04:36:11 pm
deep, switching to a tile is making its contents shift down out of the sprite.
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:
Title: Re: Pixelscape: online sprite and tilemap editor
Post by: Deep Toaster on September 30, 2012, 04:51:15 pm
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 did find a bug with the shifting commands though. It's been fixed.
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? (And what's with the brownish tint in your screenshots O.O)
Title: Re: Pixelscape: online sprite and tilemap editor
Post by: shmibs on September 30, 2012, 04:54:32 pm
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.
and here's the 8xv:
EDIT: and the current tileIt source. by the way, peoples, don't go using this just yet because there are still bugs and things.
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.
Title: Re: Pixelscape: online sprite and tilemap editor
Post by: Deep Toaster on September 30, 2012, 05:49:16 pm
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)

EDIT: All reported bugs (as far as I can see) have been fixed.
Title: Re: Pixelscape: online sprite and tilemap editor
Post by: Deep Toaster on October 03, 2012, 03:59:24 pm
Update

New:Changed:Fixed:
Title: Re: Pixelscape: online sprite and tilemap editor
Post by: Sorunome on October 03, 2012, 07:30:41 pm
woo, nice, this makes creating sprites out of your head easier :P
Title: Re: Pixelscape: online sprite and tilemap editor
Post by: shmibs on October 03, 2012, 09:15:09 pm
just so people know, tileit can still only do 128*128 maps, so trying to open a larger one won't work.

editing the hex directly is useful =D
Title: Re: Pixelscape: online sprite and tilemap editor
Post by: Deep Toaster on October 03, 2012, 10:03:59 pm
Oh, I think that was why I limited it to 128x128 in the first place :P Guess I should fix that or add a warning.
Title: Re: Pixelscape: online sprite and tilemap editor
Post by: Deep Toaster on October 12, 2012, 06:36:34 pm
Update

New:Changed:Fixed:
Title: Re: Pixelscape: online sprite and tilemap editor
Post by: Deep Toaster on December 03, 2012, 01:12:50 am
Update

New:Fixed:
Title: Re: Pixelscape: online sprite and tilemap editor
Post by: DJ Omnimaga on December 03, 2012, 02:27:49 am
This is very nice, and I hope it remains online for much longer than Aichi's map editor.

Also, thanks for adding Opera support lately. A few days ago I tried and tilemapping didn't work :P

You should add the ability to resize the tilemap editor with +/- on the rigth side and bottom, or maybe add a full browser page view mode, for people who want to edit very large tilemaps and see as much as possible in the screen. The ability to zoom in/out as well. :)
Title: Re: Pixelscape: online sprite and tilemap editor
Post by: Builderboy on December 03, 2012, 02:42:34 am
I don't know why I haven't seen this before, but this is awesome! O.O
Title: Re: Pixelscape: online sprite and tilemap editor
Post by: Deep Toaster on December 03, 2012, 03:15:57 am
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 :P
That's great, but I didn't actually change anything haha

Maybe I just happened to be in the process of breaking something that day.

Thanks for the feature suggestions!
I don't know why I haven't seen this before, but this is awesome! O.O
Glad you find it so :) Please tell me if you have any suggestions.
Title: Re: Pixelscape: online sprite and tilemap editor
Post by: DJ Omnimaga on December 03, 2012, 03:57:21 am
In worst case scenario, you could probably move everything from ClrHome to Omnimaga server (unless it takes too much space and bandwidth for Netham45)
Title: Re: Pixelscape: online sprite and tilemap editor
Post by: Eiyeron on December 03, 2012, 11:07:59 am
I have an deadborn project with a fresh servet If you want, just in case...
Title: Re: Pixelscape: online sprite and tilemap editor
Post by: Sorunome on December 03, 2012, 06:39:49 pm
Wow, i like the idea with the axe source!
Does it also export with smooth-scrolling maps for oversize tilemaps? :P
Title: Re: Pixelscape: online sprite and tilemap editor
Post by: Deep Toaster on December 03, 2012, 09:56:23 pm
That was the original plan, but I got lazy :P
Title: Re: Pixelscape: online sprite and tilemap editor
Post by: epic7 on December 04, 2012, 05:50:17 pm
This is something I'll use :D
Well, I will if I can make a sprite that even remotely looks like a guy running <_<
Title: Re: Pixelscape: online sprite and tilemap editor
Post by: Deep Toaster on December 04, 2012, 06:16:21 pm
There's a sample animated running sprite there if you're interested.

It doesn't say so, but you're free to use it :)
Title: Re: Pixelscape: online sprite and tilemap editor
Post by: epic7 on December 04, 2012, 07:35:30 pm
That sprite doesn't work D:
It also says "Warning: Division by zero in /home/deepthought/public_html/pix/index.php on line 24"

Probably the computer I'm using currently. Org isn't working at all on this computer either. Luckily I rarely use this one :P
Title: Re: Pixelscape: online sprite and tilemap editor
Post by: Deep Toaster on December 04, 2012, 08:00:20 pm
That actually sounds like a server-side error (which means it's definitely my fault). What did you do to trigger it?
Title: Re: Pixelscape: online sprite and tilemap editor
Post by: epic7 on December 04, 2012, 08:17:13 pm
I loaded the running sprite and pushed save'

And org has been doing this:
Spoiler For Spoiler:
(http://i.imgur.com/Rrnjm.png)
Title: Re: Pixelscape: online sprite and tilemap editor
Post by: Deep Toaster on December 04, 2012, 11:32:00 pm
Yes, seems there is a bug with the Runner sample sprite specifically. I'll try to fix that later tonight.

As for ORG, it looks like JavaScript isn't loading. It was a mistake on my end, and has been fixed now. Sorry about that!
Title: Re: Pixelscape: online sprite and tilemap editor
Post by: Deep Toaster on December 09, 2012, 11:02:11 pm
Fixed the Runner set as well as others that weren't quite right and added a new one (Penguin) to show off the grayscale support.

I also changed a lot of stuff in the back-end, so there may be things that don't work as they should. If you come across any, please let me know :)
Title: Re: Pixelscape: online sprite and tilemap editor
Post by: DJ Omnimaga on February 12, 2013, 04:41:37 am
Any idea why the sprite shifting/rotating/animate options are grayed out (and not working)? O.O
Title: Re: Pixelscape: online sprite and tilemap editor
Post by: MGOS on February 12, 2013, 08:37:11 am
Any idea why the sprite shifting/rotating/animate options are grayed out (and not working)? O.O

Same with me on opera - in chrome it works though.
Title: Re: Pixelscape: online sprite and tilemap editor
Post by: DJ Omnimaga on February 12, 2013, 11:31:05 pm
I guess maybe he kept some features disabled for certain browsers x.x

Also what would be cool is if it was possible to import BMP, GIF and PNG sprite sheets or making larger sprites then splitting them in 8x8 chunks.
Title: Re: Pixelscape: online sprite and tilemap editor
Post by: Deep Toaster on February 13, 2013, 11:13:55 pm
I guess maybe he kept some features disabled for certain browsers x.x
I had never actually tested Pixelscape in Opera (since I uninstalled it the last time I cleaned up my flash drive).

Just tried it out today, and while I didn't have much time to really test anything, here's what I can tell:So Opera is just pretending they don't do anything for some reason, but I couldn't get Dragonfly to work there at school so I'll have to install Opera and try it out at home when I get the chance.
Title: Re: Pixelscape: online sprite and tilemap editor
Post by: DJ Omnimaga on February 16, 2013, 04:13:45 am
Ah I see now, I thought you disabled Opera support or something :P. 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)
Title: Re: Pixelscape: online sprite and tilemap editor
Post by: Deep Toaster on February 16, 2013, 02:47:22 pm
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

I'll still try to get these buttons to work in Presto though.
Title: Re: Pixelscape: online sprite and tilemap editor
Post by: DJ Omnimaga on March 07, 2013, 02:14:29 am
Yeah I'm unsure if it's official but it would be nice if Opera used Webkit. I like its interface and features in general.
Title: Re: Pixelscape: online sprite and tilemap editor
Post by: Keoni29 on March 20, 2013, 11:47:37 am
This is so handy. I used to do this all by hand or using an oncalc sprite editor.
Title: Re: Pixelscape: online sprite and tilemap editor
Post by: Xeda112358 on July 21, 2013, 05:43:13 pm
I have some feature requests...

I finally used this for the first time today and I really like it! I was trying to make masked sprites, but there aren't any options available. Instead, I used the 4-level gray option and toggled the pixels accordingly. Unfortunately, this makes it kind of tough to visualise the sprite to make sure I am setting the pixels properly, so it would be cool to have it as an option. There are two ways that I am familiar with (and I have used both, depending on the conditions) :

Method 1: AND - OR
First layer is used as an AND mask. This tells which pixels to erase/preserve on the current image. Alternatively, you can make it so that a pixel OFF on this layer corresponds to an OFF pixel in the sprite. In other words, you can start this as all black.
Second layer is used as an OR mask. These are all the pixels that are set by the sprite.

The cleanest way to display this is to have it so that an ON pixel in the AND mask is displayed as gray, an OFF pixel is displayed as white. Any pixels OFF in the OR mask do nothing, pixels ON show as black. If the user toggles a pixel off, it should turn the pixel off in both masks.

Method 2: OR - XOR
The other method, the first layer is an OR mask, turning on pixels, the second layer has set bits that turn pixels OFF.

A pixel ON in the XOR mask should also be ON in the OR mask. This makes a white pixel.
A pixel OFF in the XOR mask and ON in the OR mask makes a black pixel.
A pixel OFF in both masks won't change the background.

The visualisation for this would be gray if both pixels are off, black if only the XOR pixel is off, white if both pixels are ON.


The other request would be one of data output syntax. I don't know how popular it is, but I tend to store my gray and masked tiles such that the two layers are interleaved (for assembly, this is easier/faster for me). So for a ball, I might have:
Code: [Select]
;OR Mask
.db $3C,$7E,$FF,$FF,$FF,$FF,$7E,$3C
Code: [Select]
;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:
Code: [Select]
;Interleaved
.db $3C,00,$7E,$3C,$FF,$7E,$FF,$7E,$FF,$7E,$FF,$7E,$7E,$3C,$3C,00

I hope this makes sense! I won't have much trouble converting it myself (I have a spreadsheet that I have had for a looong time to interleave data and do other manipulations :P)
Title: Re: Pixelscape: online sprite and tilemap editor
Post by: Deep Toaster on July 26, 2013, 07:51:02 pm
Update

Fixed a bunch of bugs with saving as code (mostly reported by Xeda).

I also added an "Interleaved" Z80 code export mode as you suggested. Will work on masking support :)
Title: Re: Pixelscape: online sprite and tilemap editor
Post by: Xeda112358 on July 28, 2013, 12:07:04 pm
I will need to try it out! I was also wondering if it was possible to toggle a setting to output tilemap data by columns or by rows. I ask this because it seems like most tilemap routines that I have seen use data stored by rows (so in a 13x13 tilemap, the first thirteen bytes make the top row of tiles). This is probably because it makes more sense to us visually when looking at tilemap data since we write from left to right, top to bottom. However, I find that a decent speed gain can be had (thousands or even tens of thousands of cycles) if the data is stored so that the first 13 bytes corresponds to the leftmost column. The reason is that when we draw a sprite, we draw from the top to the bottom, so by the end of the sprite drawing routine, we already have a pointer to where the next sprite gets drawn-- there is no need to compute the next position cutting out potentially a hundred or more cycles for every tile drawn (though if done properly, it only saves 21 to 42 clock cycles per tile, but that adds up to 2000 to 4000 t-states).

Anyways, I use this to get better speed out of my tilemap routines and so it is the method used in BatLib, Grammer, and Pokémon Amber and I might release a tilemap engine based on that once I get the tilemap code as optimised as possible (I will need help for that). If this could be done, that would be great, but it is still doable with some mental warping. Thanks Deep Thought!
Title: Re: Pixelscape: online sprite and tilemap editor
Post by: Deep Toaster on August 05, 2013, 11:20:03 pm
UPDATE

Lots of changes this time!

Column-major tilemaps aren't implemented yet but I did add both masking modes you requested in the previous post (http://ourl.ca/16274/354794). They are called "AND-OR" and "OR-XOR," respectively. While I was at it, I also added Axe-style masking (Pt-Mask( format).

Unfortunately there's no easy way (read: I was too lazy to find a way) to change the way the editor behaves based on editing mode, so editing sprites in the new modes works the same way as in the old—left click is the first buffer, right click is the second. Transparent is signified by a weird purplish pattern.

If I misunderstood your masking format in any way, please correct me.

I also fixed a bunch of bugs with sample tilemapping code, which should be working perfectly now—even for the Axe masking mode :)
Title: Re: Pixelscape: online sprite and tilemap editor
Post by: DJ Omnimaga on August 05, 2013, 11:59:42 pm
Cool to hear :D

Now I just wish it ran faster because when I open clrhome.org, most of the time it takes 1 minute to load. D:
Title: Re: Pixelscape: online sprite and tilemap editor
Post by: Deep Toaster on August 06, 2013, 12:15:11 am
Probably the server. Though the uptime's been a bit better recently—it's around 97% now.

The main site loaded in 0.8 seconds for me, and Pixelscape is just under one second.
Title: Re: Pixelscape: online sprite and tilemap editor
Post by: Sorunome on August 06, 2013, 05:09:54 am
Probably the server. Though the uptime's been a bit better recently—it's around 97% now.

The main site loaded in 0.8 seconds for me, and Pixelscape is just under one second.
Yeah, i noticed your server derping around a lot :/

Anyways, good to hear of updates! The pt-mask can be very useful :)
Title: Re: Pixelscape: online sprite and tilemap editor
Post by: DJ Omnimaga on August 06, 2013, 02:00:59 pm
Maybe the tools could be hosted on Sorunome's server if they don't use too many resources? :P
Title: Re: Pixelscape: online sprite and tilemap editor
Post by: Sorunome on August 06, 2013, 02:55:34 pm
Maybe the tools could be hosted on Sorunome's server if they don't use too many resources? :P
funny enough, i would be ok with that :P
Title: Re: Pixelscape: online sprite and tilemap editor
Post by: Deep Toaster on December 17, 2013, 04:30:21 pm
UPDATE

Finals are over and I'm working on webapps again.

Two new features! Just click on Sprite after creating your sprite on http://clrhome.org/pix/ to check them out.

Also added a poll to see what features you would like to see next.

EDIT: And on the topic of server reliability, I've been getting 100% uptime recently O.O Except that 000webhost has the bullshittiest excuse of a customer support system I've ever seen.
Title: Re: Pixelscape: online sprite and tilemap editor
Post by: Eiyeron on December 17, 2013, 04:50:08 pm
Nice nice nice! Just a little request : could you add variable size and export to 8*8 chunks?
Title: Re: Pixelscape: online sprite and tilemap editor
Post by: Deep Toaster on December 17, 2013, 08:37:19 pm
That was actually requested long ago, but I forgot about it completely x.x Added it to the poll.

It'll definitely be one of the more complicated changes if it is made, because it means changing the way data is stored and exported (by default). But it's certainly possible.
Title: Re: Pixelscape: online sprite and tilemap editor
Post by: Lunar Fire on December 17, 2013, 10:37:42 pm
Really awesome, fun to use...
(http://image.noelshack.com/fichiers/2013/51/1387337835-pixelscape.png)

Did this tonight, all in the editor  ;D
Title: Re: Pixelscape: online sprite and tilemap editor
Post by: Sorunome on December 18, 2013, 07:53:45 am
Yay, creating sprites over the URL.

Do you use PHP server-side?
Title: Re: Pixelscape: online sprite and tilemap editor
Post by: Deep Toaster on December 18, 2013, 01:27:58 pm
Yep, the backend for the entire site is PHP.
Title: Re: Re: Pixelscape: online sprite and tilemap editor
Post by: DJ Omnimaga on December 19, 2013, 05:11:44 pm
What would be nice as future update is:

-xLIBC and Celtic2CSE sprites/tilemap generator.
-Hosting Pixelscape on Omni server so it no longer take 1 minute to load.
Title: Re: Pixelscape: online sprite and tilemap editor
Post by: pimathbrainiac on December 20, 2013, 07:53:31 pm
I really want to be able to have multiple tilemaps going at the same time so I don't have to export/import appvars for every tilemap I make all the time.
Title: Re: Pixelscape: online sprite and tilemap editor
Post by: Deep Toaster on December 22, 2013, 12:03:01 pm
-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.

I guess color sprite editing is pretty important, but I'll need to come up with a good way to edit sprites in color first.

EDIT: pimathbrainiac, I think multiple projects will be the next thing I do as soon as I fix up the ClrHome user management system (which is a mess right now :P)
Title: Re: Pixelscape: online sprite and tilemap editor
Post by: DJ Omnimaga on December 22, 2013, 02:23:52 pm
Strange, everything on clrhome.org loads incredibly slowly for me. Maybe there is a routing issue between 000webhost location and Eastern Canada/Northeast USA?
Title: Re: Pixelscape: online sprite and tilemap editor
Post by: Deep Toaster on December 22, 2013, 03:16:19 pm
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?

It was a few weeks ago because the server was having trouble, but now it's running great for me (99.9% uptime and fast).
Title: Re: Pixelscape: online sprite and tilemap editor
Post by: DJ Omnimaga on December 22, 2013, 03:28:47 pm
Actually it seems better now. Did you recently switch to 000webhost? Maybe it was on a different host before. Else maybe 000webhost got better.
Title: Re: Pixelscape: online sprite and tilemap editor
Post by: Keoni29 on December 22, 2013, 03:49:49 pm
000 is not a good free webhost :P It is really slow. You get a lot of space though.
Title: Re: Pixelscape: online sprite and tilemap editor
Post by: DJ Omnimaga on December 22, 2013, 04:25:14 pm
I guess the higher speed might be because most people are busy with finals, shopping for Christmas gifts or went to family with no internet access, so as a result, the lower amount of traffic allows 000webhost to run faster.
Title: Re: Pixelscape: online sprite and tilemap editor
Post by: Lunar Fire on December 22, 2013, 05:16:19 pm
I use 000webhost as well and never had any speed issues. You shouldn't have any problems, unless your website has a lot of traffic, in which case Deep Thought would be probably not be on a free host.
Title: Re: Pixelscape: online sprite and tilemap editor
Post by: DJ Omnimaga on December 22, 2013, 05:30:46 pm
It's definitively not on my end if there are slowdowns, tho, else even Omni and every other site would be slow, not just 000webhost.
Title: Re: Pixelscape: online sprite and tilemap editor
Post by: Deep Toaster on December 30, 2013, 12:46:08 am
Interesting, 000webhost has been the fastest free webhost I've used by far, but it went through a horribly unstable phase for a few weeks in the past few months.

As a (non-)update, I'm still working on transitioning the user system—Pixelscape updates should follow in a few days.
Title: Re: Re: Pixelscape: online sprite and tilemap editor
Post by: DJ Omnimaga on December 30, 2013, 03:52:06 am
Good to hear. Can't wait :)
Title: Re: Pixelscape: online sprite and tilemap editor
Post by: chickendude on January 14, 2014, 07:38:22 pm
Is a flood fill planned? I've been playing around with Pixelscape a lot today and that's something that would be super useful for the tilemap portion, especially since moving sprites around messes up the entire tilemap. It would also be nice to be able to show a larger portion of the map at a time (as it is you can only see about 14/15 tiles wide/tall) and to see more sprites.

As a whole it's really nice, i just hope it gets back online soon and my tilemaps/sprites haven't been erased :D

EDIT: i also noticed that the z80 source export feature adds an extra row of 0s to the bottom of the map.
Title: Re: Pixelscape: online sprite and tilemap editor
Post by: Deep Toaster on January 17, 2014, 06:14:56 pm
Flood fill is a good idea—I'll work on it.
Title: Re: Pixelscape: online sprite and tilemap editor
Post by: chickendude on January 19, 2014, 03:28:17 pm
Cool, thanks!

Another nice option, at least until multiple maps are supported, would be to import/export sprites. Right now, if i start a new map and add some sprites, those sprites aren't available to any old maps i've created unless i redraw them all. It'd be nice to be able to quickly import them all so that all my maps have access to the same sprites.
Title: Re: Pixelscape: online sprite and tilemap editor
Post by: Deep Toaster on June 12, 2014, 12:14:00 am
Hey, this response is really late, but you can always import/export individual sprites by copy/paste.

Just hit Ctrl+C in the sprite editor and it copies the current sprite data to the clipboard, which you can paste into a text file for example. Pressing Ctrl+V with valid sprite hex in the clipboard replaces the current sprite with whatever's there.
Title: Re: Pixelscape: online sprite and tilemap editor
Post by: chickendude on June 12, 2014, 09:35:46 am
That's what i've been doing, it just takes a long time when you start having a lot of sprites, especially if you decide to move anything around. If you could copy the entire sprite data at once (like with the tilemaps) that'd solve it, too.