Omnimaga

Omnimaga => Completed => Our Projects => tileIt! => Topic started by: shmibs on May 23, 2012, 01:45:23 am

Title: dev thread
Post by: shmibs on May 23, 2012, 01:45:23 am
(http://img.removedfromgame.com/imgs/0-title.png)

there are a dozen and one sprite-makers out there, but useful tools for creating tile sets and and tile maps seemed much harder to come by. for this reason, i decided to make a single tool to cover, from start to finish, the process of drawing tiles, creating tile maps, and exporting that data in a format that can be inserted directly into programs on-calc. this is also sort of for my own benefit, to try and motivate myself to work on other projects :P

it isn't very complete thus far, but already has the basic outline of the tileset creator and exports a single tiles to Str0. it will have ten save slots for tilesets (0-9), saved to appvars that can be used in the tilemap creator, and each one can contain up to 256 tiles. if people think that isn't enough, i could add in custom naming of saved tilesets, but the other system is already mostly complete. there will also be copy/paste functions in both the editors. here is a screenie of the current gui:
(http://img.removedfromgame.com/imgs/tileIt!.gif)
right now the only available drawing function is turning on and off single pixels. what other things should it do? rotation? inverting everything? shift left-right? which things are actually functional and which are just pointless glitter?
Title: Re: dev thread
Post by: Sorunome on May 23, 2012, 09:11:28 am
Wha, it's quite nice! :)
Title: Re: dev thread
Post by: turiqwalrus on May 23, 2012, 09:29:57 am
Looks nice :D

are you planning on adding grayscale support anytime soon?
Title: Re: dev thread
Post by: Hayleia on May 23, 2012, 11:12:15 am
This can be really useful :D

(What is wrong with this topic ? I wanted to +1 you then I realized that no one has respect here O.O)
Title: Re: dev thread
Post by: hellninjas on May 23, 2012, 11:18:15 am
I love it ;.;

Will this have animation previews?
Like a walking man or talking face of some sort?
Title: Re: dev thread
Post by: shmibs on May 23, 2012, 11:40:13 am
no, it's not made for animations. it's going to be a tool geared solely towards tilesets (although it could be used for quickly converting a sprite or two).

turiqwalrus: no, if i make a grey version it will probably be completely separate, after the program is completely finished, or at the very least add it in at the end.

hayleia: i have no clues. i probably did something dumb when making the new board.

oh, and i finalised the gui (unless someone has a better idea for "not used yet" sprite tiles. that was sort of just haphazardly tossed over there.) and wrote a text input routine, so the stored data can be exported into appvars or programs of the user's choosing. screenies!
(http://img.removedfromgame.com/imgs/final_gui.gif)
(http://img.removedfromgame.com/imgs/type.gif)

oh, and a question: what type number do appvars have in the VAT? programs are 5, right?
Title: Re: dev thread
Post by: squidgetx on May 23, 2012, 03:57:20 pm
iirc appvars are 11...I think you can actually convert the appv token into the right number. Protected programs are 6.

This looks nice so far. I think shift left/right/up/down would be good as well as mirror/invert function.
Title: Re: dev thread
Post by: DJ Omnimaga on May 23, 2012, 06:11:01 pm
Looks great. One thing I would like to see in the future in your tile creator, though, is the ability to create the following kind of maps (and the tiles required to create them):

(http://img.removedfromgame.com/imgs/1280784624-mrphdraw.gif)

Kinda like water in RPG Maker.
Title: Re: dev thread
Post by: shmibs on May 23, 2012, 07:30:37 pm
ooh, that would be rather useful. i'd forgotten about it.

and squidget, i made a program to check, and it looks like appvars are 21
Title: Re: dev thread
Post by: DJ Omnimaga on May 23, 2012, 07:33:08 pm
If you add that type of tile, would it be hard to allow someone to use both static and dynamic tiles in one tilemap? It would have two kind of data basically so I worry about map display speed, but I thought it would be cool.
Title: Re: dev thread
Post by: squidgetx on May 23, 2012, 07:43:46 pm
Lol, off by 10 :P Oh well XD
Title: Re: dev thread
Post by: leafy on May 23, 2012, 10:12:53 pm
The most efficient way to generate dynamic tiles is usually not having a separate tile for every case, so I don't know how you would handle that. Great work as usual, though :D
Title: Re: dev thread
Post by: shmibs on May 23, 2012, 11:49:39 pm
efficient in terms of what? i know that you could split each tile into 4 sub tiles, each with three possible states, to decrease the total data required from 128 to 24 bytes, but that would slow things down a load-tonn.
anyways, i think i'm just going to finish what i had in mind and worry about this after.
also, would exporting to matrix for maps and Pic for tilesets be worth adding in for xLib/Celtic users?/me isn't sure how matrices store their data, and it would decrease the maximum export size by quite a bit.
Title: Re: dev thread
Post by: DJ Omnimaga on May 24, 2012, 03:49:43 am
It would be nice indeed, since some people might prefer to go the hybrid route. Just make sure to not forget grammer too. Matrices usually have no data storage standard. It is usually numbers from 0 to 96 or something.
Title: Re: dev thread
Post by: apcalc on May 25, 2012, 08:24:11 pm
This looks nice, great work shmibs! ;)
Title: Re: dev thread
Post by: Sorunome on May 26, 2012, 04:51:37 am
Wha, that's pretty epic, great work!
Title: Re: dev thread
Post by: kindermoumoute on May 26, 2012, 05:21:50 am
That's look very nice.  *.*

Feature request :
Save tileIt's project into an appvar to reuse it later.
Use different way to export project or tile (in a string, directly in an appvar,...).
Grayscale.
Title: Re: dev thread
Post by: Sorunome on May 26, 2012, 08:46:36 am
Or maybe also exporting directly into a program, that would be cool! :D
Title: Re: dev thread
Post by: shmibs on May 28, 2012, 01:24:03 am
it is going to save tilesets and tilemaps, separately, into appvars and export them as hex strings into programs, and a single tile can be exported to a string. anywhozle, here's a new screenie!
(http://img.removedfromgame.com/imgs/1-screenie.gif)
Title: Re: dev thread
Post by: stevon8ter on May 28, 2012, 03:58:58 am
You rock man, it's awesome, keep up the good work and make this program greater then heaven :P
Title: Re: dev thread
Post by: Sorunome on May 28, 2012, 05:16:49 am
That is just FAAAAAAAR to awesome! :D
Title: Re: dev thread
Post by: shmibs on June 10, 2012, 04:25:00 pm
it's still in a very incomplete state, but here's an update with a quick demo =)
saving and loading appvars works now, although somewhere in that an extra tile is being added to the tileset. anyways, i haven't updated the export page, so just know that the top two options are correct and that the two below them are load tileset and load map respectively =).
if you find any glitches (and i'm sure there are plenty) let me know =)
Title: Re: dev thread
Post by: Deep Toaster on June 11, 2012, 02:00:42 am
I've been playing around with this, and I really like the layout! A couple suggestions:
Title: Re: dev thread
Post by: shmibs on June 11, 2012, 09:45:48 am
the "set to prgrm" and "map to prgrm" options are only named that because i haven't changed them yet. they were going to be the options for exporting to hex strings in programs :P
and having clear go back to the info screen shouldn't be too bad.
placing it in the recall queue would be useful indeed. how would i go about doing that?
Title: Re: dev thread
Post by: Deep Toaster on June 11, 2012, 09:51:05 am
The last entry is always stored in prgm# (# being the hash character, 0x23). You can store to it with something like this:
Quote from: Axe
"prgm"[2300]→Str0 . E23 is the hash character
"[0123456789ABCDEF]"[]→Str1 . the brackets suppress the null byte, saving you one byte
Copy(Str1,GetCalc(Str0,18),18)
Title: Re: dev thread
Post by: shmibs on June 11, 2012, 10:02:06 am
cool =D
EDIT: there are programs # and !, right? what does the OS use ! for?
Title: Re: dev thread
Post by: TheMachine02 on June 14, 2012, 10:46:35 am
great ! good work !  ;D(http://www.omnimaga.org/Themes/default/images/gpbp_arrow_up.gif)
Title: Re: dev thread
Post by: shmibs on June 14, 2012, 12:25:42 pm
updates! yay!

added:
resizing tileset
export to entry rather than string
animations
undo in map edit mode

fixed:
worked out every bug (that i'm aware of)
cleaned up the gui a bit (although the title on the file tab still says export. :P).
repaired checks in loading files
clear returns to main screen from tabs

try it out and see if you can find any bugs i missed!
Title: Re: dev thread
Post by: shmibs on June 16, 2012, 12:52:56 am
update!
draw functions!
the set editor now does all the usual things. hotkeys are the numpad (4 shifts left, 8 shifts up, 5 inverts, 9 rotates right, etc). XTthetaN now acts as a copy key for the set (pressing alpha pastes) and a tile selector for the map, so a certain tile in the tileset can be selected directly from the map instead of by moving the cursor around.

EDIT: oh, and i changed the file tab and fixed a few bugs again.
Title: Re: dev thread
Post by: aeTIos on June 16, 2012, 08:39:27 am
Wow I really like this :D
Title: Re: dev thread
Post by: Deep Toaster on June 16, 2012, 01:35:38 pm
dat animation sprite looks familiar :D Seriously though, the new updates sound great and I'm glad our two projects have almost identical features. I kinda want to rename Pixelscape to tileIt online! or something now.
Title: Re: dev thread
Post by: shmibs on June 16, 2012, 10:29:40 pm
yeah, it's a bit weird how we both ended up making the same thing at the same time :p
yours looks great, by the way. i was using it earlier, and it's nice to be able to just click and drag to draw./me thinks they will work together well =D
Title: Re: dev thread
Post by: shmibs on June 19, 2012, 07:09:04 pm
update!
lowercase input is now supported, and exporting map to matrix, set to pic, and map to pic all function =D
now all that's left is axe source.
Title: Re: dev thread
Post by: TIfanx1999 on June 20, 2012, 06:06:56 am
I haven't really been following this, but I have to tell ya... it's looking very nice. =)
Title: Re: dev thread
Post by: shmibs on June 22, 2012, 12:33:53 pm
Update!
added exporting to axe source, cleaned up text entry a bit, added auto-reloading the last files worked on, added clear-all option with [Graph], and made the save option auto-copy in the name of the currently opened file, if one is opened.

and... i think it's about time for a release. if nobody finds any glaring bugs, i think i'll upload this soon =D

EDIT: fixed a dumb parentheses bug
Title: Re: dev thread
Post by: shmibs on July 05, 2012, 03:19:26 pm
one last update
i fixed a couple of small bugs, added logical OR/XOR -ing of tiles over each other as a paste option in the editor, which people may find useful for making masked sprites, and added default filenames for the "to program" export options to save people a little time.

this is it for now, unless the urge to work on a grey-scale version comes about at some point in the future
Title: Re: dev thread
Post by: shmibs on September 25, 2012, 03:04:34 pm
/me is working to make this support 3/4 level grey, seeing as how so many people complained :P

actually writing this is going to be fairly simple; the only difficult part is going to be in trying to optimise things afterwards so the grey actually looks decent, as i sort of didn't even try before because it wasn't necessary.
Title: Re: dev thread
Post by: DJ Omnimaga on September 25, 2012, 06:19:47 pm
Doesn't it already support 3 level gray from the screenshot above? ??? That said it seems pretty nice :)
Title: Re: dev thread
Post by: shmibs on September 25, 2012, 06:48:18 pm
no, up there i was just using dynamic tiles to distinguish spots that haven't been filled yet from actual tiles. it was pretty arbitrary, and i might change that as well.
Title: Re: dev thread
Post by: shmibs on October 03, 2012, 08:54:07 pm
alright, here is a working mono/threelevel/fourlevel grey version. the controls are almost identical to what they were before, with the only exceptions being that trace now switches between the three colour modes (the default is mono) and mode draw to the back buffer in the tile editor. this current version is a bit slow, because i was sloppy while throwing together this behemoth before, so it only runs on 15mhz and the grey still looks a bit ugly. if you are leafy, or if you want to use it now for some other reason, go ahead and download it, but it hasn't been tested very exhaustively yet, so it might explode.

oh, and if you see any obvious optimisations in this section:
Code: [Select]
.EXPORT
!If H-3
If D=51 or (D=15)
0->A->B->D->HEnd
!If D-52
->A->B->D
2->H
6->GEnd
!If D-53
->A->B->D
1->HEnd

!If D-1
A<9+A->AEnd
!If D-4
A-(A>0)->AEnd
If D=3 or (D=2)
If A/5
A-5->AElse
A+5->AEnd
End
Lbl EXD
ClrDraw
7:While ->L+1
7:While ->M+1
!If M>1 and (M<7)
0->T
Else
768-(A/5*320)->T
End
Pt-On(L*8,M*8,M*8+L*8-T+Pic6
M-1:End
L-1:End
Pt-On(7,A^5*6+23,Pic8
StorePic
If H>3
Return
End

!If D-54
5->H
If A>4 and (A<7) or (A<4)
For(L,1,10
0->{L+L1}End
If A<4
21->{L1}
Else
5->{L1}
End
0->U->D->B
4->H

!If A*(A-5)
If {L2}-95
Copy(L2,L1+1,8
length(L1+1)->U
!If A-5
!If U-8
83->{L1+8}
Else
83->{L1+U+1}
U++
End:End
End:End
!If A-1*(A-6)
If {L2+10}-95
Copy(L2+10,L1+1,8
length(L1+1)->U
!If A-6
!If U-8
77->{L1+8}
Else
77->{L1+U+1}
U++
End:End
End:End
End
!If A-4
6->H
End
If A<10 and (A>6)
6->HEnd
End


End
.MAP EDIT
!If H-2
!If D-51
3->HEnd
If D=52 or (D=15)
0->H->DEnd
!If D-53
1->HEnd

If G<5
If getKey(48)
If getKey(3)
P<128+P->PEnd
If getKey(2)
P-(P>8)->PEnd
N-(N+8>P)->N
If getKey(1)
Q<128+Q->QEnd
If getKey(4)
Q-(Q>8)->Q
O-(O+8>Q)->OEnd
6->GEnd

End

If D

If D-1<4
!If D-3
N+8<P*(A=7)+N->N
A<7+A->AEnd
!If D-2
N-(N>0*(A=0))->N
A-(A>0)->AEnd
!If D-1
O+8<Q*(B=7)+O->O
B<7+B->BEnd
!If D-4
O-(O>0*(B=0))->O
B-(B>0)->BEnd
6->GElse

O+B*128+N+A+Y->T
.SELECT BY MAP
!If D-40
{T}->E
8->GEnd

!If D-54
.ADD TO UNDO STACK
If {L1+20}
{L1+20}+1
While -1->L
{L-1*3+L1+21}->{L*3+L1+21}
{L-1*3+L1+22}^^r->{L*3+L1+22}^^r
L:End:End
{T}->{L1+21}
T->{L1+22}^^r
{L1+20}+({L1+20}<128)->{L1+20}
E->{T}End
.UNDO
!If D-55
If {L1+20}
{L1+21}->{{L1+22}^^r}
Copy(L1+24,L1+21,384
{L1+20}-1->{L1+20}
End:End

End:End

.DRAW
7:While ->L+1
7:While ->M+1
O+M*128+L+N+Y->T
If {T}<=F
Pt-Off(L*8,M*8,{T}*8+Z
Pt-Off(L*8,M*8,{T}*8+Z+2048)^^r
Else
Pt-Off(L*8,M*8,Z
Pt-Off(L*8,M*8,Z+2048)^^r
End
M-1:End
L-1:End
If G
If getKey(48)
Rect(0,0,64,14
RectI(1,0,62,13
Rect(0,0,64,14)^^r
RectI(1,0,62,13)^^r
N>10*4+(N>100*4)->T
O>10*4+(O>100*4)->U
N+7>9*4+(N+7>99*4)->V
O+7>9*4+(O+7>99*4)->W
Text(2,0,"X:"
Text(2,6,"Y:"
Text(9,0,N>Dec
Text(9,6,O>Dec
Text(T+13,0,"-"
Text(U+13,6,"-"
Text(T+17,0,N+7>Dec
Text(U+17,6,O+7>Dec
Text(T+V+21,0,"/"
Text(U+W+21,6,"/"
Text(T+V+25,0,P>Dec
Text(U+W+25,6,Q>Dec
Else
Pt-Change(A*8,B*8,Pic4
End
Else
0->T
End
Else
.SET EDIT
!If H-1
If D=53 or (D=15)
0->H->DEnd
!If D-52
2->H
6->GEnd
!If D-51
3->HEnd



If D
If D-1<4


!If D-3
A<7+A->AEnd
!If D-2
A-(A>0)->AEnd
!If D-1
B<7+B->BEnd
!If D-4
B-(B>0)->BEnd



Else



!If D-56
Fill(E*8+Z,8,0)
Fill(E*8+Z+2048,8,0)
End

.NUM COMMANDS
If D>17 and (D<37)
E*8+Z->T+2048->S
!If D-36
Copy(rotCC(T),T,8
Copy(rotCC(S),S,8
End
!If D-28
Copy(T+1,L1,7
{T}->{T+7}
Copy(L1,T,7
Copy(S+1,L1,7
{S}->{S+7}
Copy(L1,S,7
End
!If D-20
Copy(rotC(T),T,8
Copy(rotC(S),S,8
End
!If D-35
For(L,0,7
{T+L}*2+(/256)->{T+L}
{S+L}*2+(/256)->{S+L}
End:End
!If D-27
For(L,0,7
{T+L} xor 255->{T+L}
{S+L} xor 255->{S+L}
End:End
!If D-19
For(L,0,7
{T+L}*257/2^256->{T+L}
{S+L}*257/2^256->{S+L}
End:End
!If D-34
Copy(flipH(T),T,8
Copy(flipH(S),S,8
End
!If D-26
Copy(T,L1,7
{T+7}->{T}
Copy(L1,T+1,7
Copy(S,L1,7
{S+7}->{S}
Copy(L1,S+1,7
End
!If D-18
Copy(flipV(T),T,8
Copy(flipV(S),S,8
End
If E>F
E->FEnd
End

End:End




.ANIMATION
If {L2+400}
!If D-32
->{L2+400}
8->G
End
!If G
2->G
E++
If E>F
-1->EEnd
End
Else
!If D-32
+1->{L2+400}
0->E+1->G
End:End





If D




.COPY/PASTE
!If D-40
Copy(E*8+Z,L5,8
Copy(E*8+Z+2048,L5+8,8
End
!If D-48
Copy(L5,E*8+Z,8
Copy(L5+8,E*8+Z+2048,8
If E>F
E->FEnd
End
!If D-47
7:While ->L+1
{E*8+Z+L} or {L+L5}->{E*8+Z+L}
{E*8+Z+L+2048} or {L+L5+8}->{E*8+Z+L+2048}
L-1:End
If E>F
E->FEnd
End
!If D-46
7:While ->L+1
{E*8+Z+L} xor {L+L5}->{E*8+Z+L}
{E*8+Z+L+2048} xor {L+L5+8}->{E*8+Z+L+2048}
L-1:End
If E>F
E->FEnd
End

If (D=54)+(D=55)
E*8+B+Z->T
!If D-55
T+2048->T
End
If {T}[e]A
{T}-e^((7-A))->{T}Else
{T}+e^((7-A))->{T}End
If E>F
E->FEnd
End


End




7:While ->L+1
7:While ->M+1
Pt-On(L*8,M*8,C/4*8+Pic3
M-1:End
L-1:End
StorePic
7:While ->L+1
7:While ->M+1
If {E*8+M+Z}[e]L
Pt-On(L*8,M*8,Pic2
End
If {E*8+M+Z+2048}[e]L
Pt-On(L*8,M*8,Pic2)^^r
End
M-1:End
L-1:End
Pt-Change(A*8,B*8,Pic1
Pt-Change(A*8,B*8,Pic1)^^r
End:End
.INFO
!If H
!If D-53
1->HEnd
!If D-52
2->H
6->GEnd
!If D-51
3->HEnd


If D


If D-1<4
8->G
!If D-3
E^4<3+E->EEnd
!If D-2
E-(E^4>0)->EEnd
!If D-1
E<252*4+E->EEnd
!If D-4
E-(E>3*4)->EEnd
End

.COPY/PASTE
!If D-40
Copy(E*8+Z,L5,8
End
!If D-48
Copy(L5,E*8+Z,8
If E>F
E->FEnd
End
!If D-47
7:While ->L+1
{E*8+Z+L} or {L+L5}->{E*8+Z+L}
L-1:End
If E>F
E->FEnd
End
!If D-46
7:While ->L+1
{E*8+Z+L} xor {L+L5}->{E*8+Z+L}
L-1:End
If E>F
E->FEnd
End

!If D-54
E->FEnd



End



ClrDraw
Text(30,19,L2
Text(30,25,(E+1)>Dec
Text(46,25,(F+1)>Dec
Text(30,33,L2+10
Text(30,39,N>Dec
Text(46,39,P>Dec
Text(30,45,O>Dec
Text(46,45,Q>Dec
7:While ->L+1
7:While ->M+1
Pt-On(L*8,M*8,M*8+L*8+Pic6
M-1:End
L-1:End

StorePic
End

32:While ->L+1
Pt-On(L^4*8+64,L/4*8,C/6*8+Pic5
L-1:End

!If E/32>(F/32)
!If E/32-(F/32)
F^32->TElse
32->TEnd
E/32*256+Z->S
T:While ->L+1
Pt-Off(L^4*8+64,L/4*8,L*8+S
Pt-Off(L^4*8+64,L/4*8,L*8+S+2048)^^r
L-1:End
End

If G
Pt-Change(E^32^4*8+64,E^32/4*8,Pic4
G--
End
If D-15
!If R-2
DispGraph^^r^^r
Else!If R
DispGraph
Else
DispGraph^^r
End
End
C++
!If C-12
->CEnd
End
If GetCalc(Str3,16)->theta
Copy(L2,theta,8)
Copy(L2+10,theta+8,8)
End
DelVar Str1
DelVar Str2
Return

.TO STRING
Lbl STR
nib{r1+L*2}->T
T>9*7+48+T->{L*2+theta}
nib{r1+L*2+1}->T
T>9*7+48+T->{L*2+theta+1}
Return

.DRAW PROG BAR
Lbl BAR
sub(EXD)
For(M,0,r1
Pt-On(M+3,54,Pic9
End
DispGraph
Return

.EXP ERROR
Lbl ERR
Rect(19,33,25,9
RectI(20,34,23,7
Text(21,34,"ERROR!"
!If D
->UEnd
!If U
If D
3->HEnd
End
Return
or if you run into any bugs, let me know =) there are a bunch of obvious changes, like not clearing/redrawing the screen every single time and moving the portions in the "if H-n" statements into subroutines, but things like that would require massive rewrites and restructuring, which i'm not really up to right now :P

TILE and TDATA are the source. oh, and the grey doesn't look nearly as good on calc as it does in this screenie.
Title: Re: dev thread
Post by: DJ Omnimaga on October 14, 2012, 12:10:15 pm
Wow this looks very great O.O Can it be ran from archive entirely?
Title: Re: dev thread
Post by: Deep Toaster on October 14, 2012, 12:13:29 pm
Wow this looks very great O.O Can it be ran from archive entirely?
Yep, it can read data appvars from archive, and I think it always saves to the archive. The program itself is an app.
Title: Re: dev thread
Post by: DJ Omnimaga on October 14, 2012, 12:24:03 pm
Oh I thought there was still separate stuff such as TDATA.8xp, hence why I was asking. I know certain ASM games like Desolate required one program to remain in RAM while playing.
Title: Re: dev thread
Post by: shmibs on January 30, 2013, 04:32:51 am
i finally got around to updating this again.

Added:
the tan button will now swap the front and back buffers of all the tiles in the tileset, enabling people to export either one (whichever is in front when the export is called) to options like "Set to Pic" which only allow monochrome.

an icon which appears in the top left corner of the screen when the colour depth is changed, indicating the new number of levels.

Changed:
several bugs fixed

various minor speed improvements. hopefully it won't be slow enough to annoy anyone now.

the controls have been modified to be more intuitive. switching the currently selected tile forwards/backwards is now handled with Graph/Trace, so the right thumb doesn't have to be moving back and forth constantly while editing. changing colour depth has been moved to ^, and reset all to .


this may very well be the last test release before the new version is all official and things, so test it out and try to find some bugs!
Title: Re: dev thread
Post by: shmibs on February 10, 2013, 11:58:18 pm
ok, this makes a few more bug fixes and actually signing the app this time X_X
if nobody finds any bugs, this version is going up on ticalc tomorrow./me has already spent a bit testing it.
Title: Re: dev thread
Post by: DJ Omnimaga on June 11, 2013, 09:25:07 pm
Question, I wonder if this supported dynamic tiles or if you just used pre-made ones for the map above? I totally forgot since it has been a while since I last checked this project.
Title: Re: dev thread
Post by: shmibs on June 11, 2013, 10:06:12 pm
this didn't support dynamic tiles because i couldn't think of a way to do it that would be sane and wouldn't require rewriting the whole thing yet again. it's already been a while, though, so maybe i should make a new version at some point that does (and isn't quite so slow to boot)
Title: Re: dev thread
Post by: TheCoder1998 on October 27, 2013, 07:49:23 am
hey are you still working on this project?
because there is no option for 16x16 sprites, and since you use those for icons i would like an option for this
Title: Re: dev thread
Post by: Keoni29 on October 27, 2013, 08:42:18 am
Probably not. The last update of the author was february this year.
Title: Re: dev thread
Post by: TheCoder1998 on October 27, 2013, 09:08:16 am
okay, bummer...
Title: Re: dev thread
Post by: tpt1234567890 on October 29, 2013, 12:02:50 am
^^ I agree...