Author Topic: Pixelscape: online sprite and tilemap editor  (Read 23689 times)

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Offline Deep Toaster

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Re: [INDEV] Pixelscape: online sprite and tilemap editor
« Reply #45 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
« Last Edit: June 26, 2012, 11:51:29 am by Deep Thought »




Offline shmibs

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Re: [INDEV] Pixelscape: online sprite and tilemap editor
« Reply #46 on: June 26, 2012, 11:56:40 am »
coolio =D
are you planning on adding anything else, or is it done?

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Re: [INDEV] Pixelscape: online sprite and tilemap editor
« Reply #47 on: June 26, 2012, 11:57:49 am »
I've noticed that there is no way to copy a sprite, or shift it.
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Offline shmibs

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Re: [INDEV] Pixelscape: online sprite and tilemap editor
« Reply #48 on: June 26, 2012, 12:02:09 pm »
* shmibs 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.

Offline Deep Toaster

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Re: [INDEV] Pixelscape: online sprite and tilemap editor
« Reply #49 on: June 26, 2012, 12:34:55 pm »
* shmibs 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:
  • Shift (really more of a rotation, but "rotate" already means something else) your sprite left, right, up, and down
  • All items in the control panel now have keyboard shortcuts
Changed:
  • Ctrl+C no longer requires you to highlight the sprite hex data first
  • Control panel icons are smaller in order to make everything fit - hope you don't mind
Fixed:
  • Remnants of the bug corrupting exported variables should be entirely fixed
« Last Edit: August 01, 2012, 07:30:51 pm by Deep Thought »




Offline Stefan Bauwens

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Re: [INDEV] Pixelscape: online sprite and tilemap editor
« Reply #50 on: June 27, 2012, 02:55:15 am »
Shifting is pretty cool! Thanks Deep Though, I will and am using Pixelscape.


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Re: Pixelscape: online sprite and tilemap editor
« Reply #51 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?)

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Re: Pixelscape: online sprite and tilemap editor
« Reply #52 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 :/)




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Re: Pixelscape: online sprite and tilemap editor
« Reply #53 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).

« Last Edit: September 15, 2012, 06:44:38 pm by Deep Thought »




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Re: Pixelscape: online sprite and tilemap editor
« Reply #54 on: September 15, 2012, 06:37:54 pm »
wow, that's awesome! :D

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Re: Pixelscape: online sprite and tilemap editor
« Reply #55 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)
« Last Edit: September 15, 2012, 10:30:00 pm by shmibs »

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Re: Pixelscape: online sprite and tilemap editor
« Reply #56 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?

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Re: Pixelscape: online sprite and tilemap editor
« Reply #57 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
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Offline TIfanx1999

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Re: Pixelscape: online sprite and tilemap editor
« Reply #58 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. :)

Offline ZippyDee

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Re: Pixelscape: online sprite and tilemap editor
« Reply #59 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.
« Last Edit: September 17, 2012, 03:19:46 am by ZippyDee »
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