Register | Login
Views: 19364387
Main | Memberlist | Active users | ACS | Commons | Calendar | Online users
Ranks | FAQ | Color Chart | Photo album | IRC Chat
11-02-05 12:59 PM
1 user currently in Rom Hacking: hukka | 2 guests
Acmlm's Board - I2 Archive - Rom Hacking - EggVine - v0.81 released
  
User name:
Password:
Reply:
 

UserPost
Golden Yoshi
Posts: 233/693
Originally posted by MHL
Ok,

I have created a level from scratch and after putting the finishing touches on it (E.G. making sure there are five flowers and twenty red coins) the part of the level that is the bulk of it will not load. You access it from a locked door and once the door is unlocked the screen goes black, but the music is still playing. I have experienced this before when an incompatible object was placed into the level but I'm sure there are none in this one. What am I doing wrong?


Hmm...try checking if there are some oversized objects in that room. Pipes can be a problem if they're too big. If you see anything that has strange sizing properties, try resizing it until the room loads properly.
Squash Monster
Posts: 383/677
Are you sure you have the screen exit where you put the door set up correctly?

Does the level it leads to have anything out of place?
MHL
Posts: 15/38
Ok,

I have created a level from scratch and after putting the finishing touches on it (E.G. making sure there are five flowers and twenty red coins) the part of the level that is the bulk of it will not load. You access it from a locked door and once the door is unlocked the screen goes black, but the music is still playing. I have experienced this before when an incompatible object was placed into the level but I'm sure there are none in this one. What am I doing wrong?
Squash Monster
Posts: 378/677
Well crap, that was careless of me.

Fixed.

Thanks Parasyte.
Parasyte
Posts: 144/514
*cough*
The download link on the site is still pointing to v0.80 (rather than 0.81). You might want to change that.
Squash Monster
Posts: 377/677
Valid point.

Actually, there are more important features than graphics still (I speak of main/midway entrance support), but yeah, I'm kinda ignoring them in favor of some little things at the moment.

I'm busy, this last release has pretty much been the result of needing something to satiate my urge to program.


I've developed a plan for the graphics, though. I'll do graphics in a side project, Plasma Vine, where the hardest aspects of it will be missing. That'll give me some practice, and doing it in EggVine shouldn't be quite so large of a task.
knuck
Posts: 712/1818
Since all the "basic" stuff was already implemented in the editor, what about try to add Graphics support instead of little options?
Squash Monster
Posts: 376/677
New version, v0.81.

Get it off the EggVine site, as per usual.

If you're too lazy to check the site or the wiki for the update then here's the changes:
* Delete key deletes objects (This will only work if the level box was the last thing touched)
* Arrow keys move window (This will only work if the level box was the last thing touched)
* Middle-click copies currently selected object.
* Object window has checkboxes like the panel does.
* Object window makes object list dissapear.
* Level name displayed in title.
* Unzooming won't leave vertical scrolling dissabled.
* Stationary tooltips flicker less.
* View - View Screen Exits has a checkmark next to it when screen exit mode is on.
* Data files are now pulled from EggWiki.
Xkeeper
Posts: -3269/-863
Instead of tabs, why not make it one of those fancy MDI child window things? Somewhat like how LM handles it (or so I think), except it only has one and it's maximized no matter what.

It seems fine, because then you'd be able to switch between windows, and if I'm remembering things correctly you could even possibly change up the window menus to handle the different things (Or at worst make it Save [Level | Music | Cheese] (pick one, idiots))

Joy for just popping in and saying hi, eh?

Reading further down the newreply page, I tend to like reordering obejects assigned to the scroll wheel (up = further behind, down = in front) and copying set to the right button.

At absolute WORST that could be togglable, or something.

When I get my other comp back (<3 TC300) I'll download the newest update and go crash it a few times for the hell of it Heh...
knuck
Posts: 710/1818
On the tabs subject, do NOT make the program use them.
Jesper
Posts: 837/2390
Originally posted by knuck
Originally posted by Jesper
It's simply not practical to stack up a buffer of everything and use a global Save command to save it. And when it's not one command to save the whole file, I think the Save commands will fit better in their respective menus than in the File menu.
"File>Save Level to ROM..."
Squash Monster
Posts: 372/677
The level window is also the main window of the program. You'll notice that every feature in the program is accessed from it.

I don't care about being like LM. I personally do everything in the manner that makes the most sense to me. I'll use the mouse commands as an example: the most common ones are performed with the left button, where many people put their index finger, the most useful one. Reordering objects is on the right mouse button becouse most people have right mouse buttons and reordering objects is a feature everyone needs to use. Copying the current object is on the middle button becouse it is less important, so it belongs on the button that not as many people have (don't go try to copy an object via middle button, it's not in a released version yet).

Yes, having copy objects on the middle button is less like LM, but that has nothing to do with the decision.

And knuck, your method of arguing makes me feel more like stabbing you than going along with your suggestions.
knuck
Posts: 709/1818
Originally posted by Jesper
It's simply not practical to stack up a buffer of everything and use a global Save command to save it. And when it's not one command to save the whole file, I think the Save commands will fit better in their respective menus than in the File menu.
"File>Save Level to ROM..."
Jesper
Posts: 836/2390
True. But Photoshop came out on the Mac first, and on the Mac they put every Save/Open action that writes to file - regardless if it's on a fraction of the file or on the whole file or to several files - in the File menu. This is not the Mac. If this was the Mac, there'd still be an EggVine menu with Quit in it.

I'm not going to change this unless I get some very convincing arguments, and while I've heard some good points, most of them do not apply entirely. It's simply not practical to stack up a buffer of everything and use a global Save command to save it. And when it's not one command to save the whole file, I think the Save commands will fit better in their respective menus than in the File menu.
knuck
Posts: 708/1818
Originally posted by Jesper
In short, an image in Photoshop IS your open file. A level in EggVine is just a part of the open file. The ROM is the open file.
In Photoshop you need to open an image in order to edit it's pallete. Yet you save it in the File menu.
Jesper
Posts: 833/2390
Okay, shut up for just a second. Here's what you do. In Photoshop when you want to edit an image you load an image file. But in EggVine when you want to edit a level, it's not its own file. You open its ROM, and THEN you pick a level to edit within it. Therefore, with regards to opening and saving, the ROM plays the same role in EggVine as the Image does in Photoshop. Levels could be seen, I guess, as layers, and layers "save themselves" in Photoshop along with the file, but that would be impractical in EggVine, and so we instead work with the way of saving the parts of the ROM you've changed explicitly.

In short, an image in Photoshop IS your open file. A level in EggVine is just a part of the open file. The ROM is the open file.
Gavin
Posts: 158/799
Originally posted by knuck

everyone always acts like it's a god given right to have an editor for a game, when it reality they only have them due to the generosity of others
Uh, do you think that if they wasn't getting paid they would put it in the Image menu?


if they fucking felt like it
HyperLamer
Posts: 1509/8210
Well, heck, if Squash wasn't making one, I would be.
knuck
Posts: 707/1818
Originally posted by Gavin
Photoshop is a proffesionally produces application in which the programmers get paid to code. i say until any of you pay him to produce this application, don't nit-pick.

everyone always acts like it's a god given right to have an editor for a game, when it reality they only have them due to the generosity of others
Uh, do you think that if they wasn't getting paid they would put it in the Image menu? hah
Also i don't care if it's their generosity and if i'm god or not. I'm giving my opinion kthx.
Gavin
Posts: 157/799
Originally posted by knuck
Originally posted by Jesper
Do you see Photsohop save function in the "Image" menu?


Photoshop is a proffesionally produces application in which the programmers get paid to code. i say until any of you pay him to produce this application, don't nit-pick.

everyone always acts like it's a god given right to have an editor for a game, when it reality they only have them due to the generosity of others
This is a long thread. Click here to view it.
Acmlm's Board - I2 Archive - Rom Hacking - EggVine - v0.81 released


ABII


AcmlmBoard vl.ol (11-01-05)
© 2000-2005 Acmlm, Emuz, et al



Page rendered in 0.003 seconds.