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Main - ROM Hacking Related Releases - Epic Edit - Super Mario Kart track editor | New thread | New reply |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 182/202 EXP: 203760 Next: 2682 Since: 07-11-10 Last post: 1427 days Last view: 253 days |
I have to wonder.
How hard would it be to implement the bucket tool? I have just stumbled upon many situations this would make a great use to finish something quickly. It takes time to replace tile by tile, and I feel that doing things quickly as possible would be great. For example, I have to replace the outer wall colored blocks, in which I only use one. I did some changes in a palette and now I must replace all of them in 3 courses. It would be done in less than a min with the bucket tool, but since there isn't, doing manually took me 20 mins. ____________________ |
Stifu |
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Cobrat Level: 56 Posts: 562/666 EXP: 1361196 Next: 36980 Since: 02-22-07 Last post: 684 days Last view: 306 days |
Posted by gridatttack There's just one last bug I want to take care of first, then I'll have a look at that. |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 183/202 EXP: 203760 Next: 2682 Since: 07-11-10 Last post: 1427 days Last view: 253 days |
Posted by StifuPosted by gridatttack Thanks! Hoping that the bug isn't a serious one ____________________ |
Stifu |
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Cobrat Level: 56 Posts: 563/666 EXP: 1361196 Next: 36980 Since: 02-22-07 Last post: 684 days Last view: 306 days |
Posted by gridatttack It's not, it's just an old bug that has always been there, and the last one I know about that I still haven't fixed. It makes it so that sometimes, when manually setting the RGB values in the color picker, then the editor can't figure out where that color is in the shade of colors. Like, set Blue to 0, set Green to 2, then cycle Red from 0 to 31. You'll notice the editor can't figure out where the color is for Red value 24 and 25, and so doesn't display the circle over the shade of colors. |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 184/202 EXP: 203760 Next: 2682 Since: 07-11-10 Last post: 1427 days Last view: 253 days |
Stifu |
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Cobrat Level: 56 Posts: 565/666 EXP: 1361196 Next: 36980 Since: 02-22-07 Last post: 684 days Last view: 306 days |
Posted by gridatttack BlaBrake had the same issue last year. Long story short, 2 solutions: if you wanna export your tileset as PNG, make all colors unique first, otherwise that info gets lost (then you can switch colors back when you're done reimporting). Or export as binary. |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 185/202 EXP: 203760 Next: 2682 Since: 07-11-10 Last post: 1427 days Last view: 253 days |
MandL27 |
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Goomba Level: 11 Posts: 5/20 EXP: 5356 Next: 629 Since: 06-30-14 Last post: 3046 days Last view: 2587 days |
Posted by Stifu On the topic of cup names, any word on the cup renaming changing the GP cup select tilemap? I would edit it myself, although I've been relatively unsuccessful in finding where it is. |
Stifu |
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Cobrat Level: 56 Posts: 566/666 EXP: 1361196 Next: 36980 Since: 02-22-07 Last post: 684 days Last view: 306 days |
Posted by MandL27 Yep, I added that 2 months ago. They're independent from the other texts, though. Posted by StifuPosted by gridatttack Here it is. |
BLaBrake |
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Goomba Level: 14 Posts: 33/34 EXP: 11878 Next: 1193 Since: 06-27-14 Last post: 2426 days Last view: 253 days |
The paint bucket was a fantastic idea and seems to be working like a charm! You've outdone yourself again Stifu! |
Stifu |
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Cobrat Level: 56 Posts: 567/666 EXP: 1361196 Next: 36980 Since: 02-22-07 Last post: 684 days Last view: 306 days |
Posted by BLaBrake Thanks. It's actually been on my TODO list for years, like many other things. It was easier than I thought. The hardest and longest part was actually drawing the bucket button image and finding the cursor. |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 186/202 EXP: 203760 Next: 2682 Since: 07-11-10 Last post: 1427 days Last view: 253 days |
Stifu |
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Cobrat Level: 56 Posts: 568/666 EXP: 1361196 Next: 36980 Since: 02-22-07 Last post: 684 days Last view: 306 days |
You're welcome.
Unless anything shows up, I think I'll keep it at that for the next release. I'll wait a few weeks then release it as 2.8. Truthfully, with all the changes under the hood (almost 400 changesets since April), it's actually closer to 3.0, but since there aren't many news features, I'll just call it 2.8. By the way, a while ago, someone requested that I add UI controls to change the location of each element (overlay, start, object, AI...). That is to say, something to let users type the X and Y coordinates of everything. That's a sensible request, and something I had thought about, but since I don't know how to fit that into the UI in an elegant way, I'll keep it at the back of my mind for now. |
Stifu |
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Cobrat Level: 56 Posts: 569/666 EXP: 1361196 Next: 36980 Since: 02-22-07 Last post: 684 days Last view: 306 days |
Fixed a little regression. In the background editor, changing the current color palette wouldn't update the tileset colors. |
Stifu |
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Cobrat Level: 56 Posts: 570/666 EXP: 1361196 Next: 36980 Since: 02-22-07 Last post: 684 days Last view: 306 days |
Another new preview.
- Fixed a little regression that could make an error message pop while using the tile editor - Made background rendering more efficient (all 3 background displays are around 35% faster) - Display the top screen border over the background preview display, so that EE matches in-game rendering (so you're not surprised when you notice the top of your background has been cropped when playing your ROM). In the original game, it's a 3px black rectangle. EE doesn't just paint that rectangle, but actually loads the top border graphics from the ROM, in case they've been changed. I know there are many more background-related improvements that could make everyone's life easier (multiple tile selection, undo / redo, zooming, etc), but they're unfortunately not that easy to implement. |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 187/202 EXP: 203760 Next: 2682 Since: 07-11-10 Last post: 1427 days Last view: 253 days |
Stifu |
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Cobrat Level: 56 Posts: 571/666 EXP: 1361196 Next: 36980 Since: 02-22-07 Last post: 684 days Last view: 306 days |
Technically, they're not supposed to move faster, but the rendering process itself is faster and less demanding on your computer. The move speed is the same as before. If you feel like the preview animation is faster or smoother, it's either a placebo effect, or your PC wasn't powerful enough to play the preview smoothly before, so you can see a difference now that the rendering has been optimized.
Anyway, I guess I could let users alter the move speed (as well as jump to any part of the preview, as if it's a video). |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 188/202 EXP: 203760 Next: 2682 Since: 07-11-10 Last post: 1427 days Last view: 253 days |
Posted by Stifu Hmmm, maybe its that. This PC sucks (1.5 GHz AMD processor...) so I suppose thats the cause. I dont know how hard would it be for the user to change the speed, but the one in which we can skip to certain parts would be useful. Mainly because when I was changing BGs, I needed to wait till it reached the end part to see if the minor adjustments I did look good and whatnot. ____________________ |
Stifu |
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Cobrat Level: 56 Posts: 572/666 EXP: 1361196 Next: 36980 Since: 02-22-07 Last post: 684 days Last view: 306 days |
How's this? |
gridatttack |
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Red Cheep-cheep Level: 32 Posts: 189/202 EXP: 203760 Next: 2682 Since: 07-11-10 Last post: 1427 days Last view: 253 days |
Posted by Stifu Thats pretty great Thanks for it! I see you also added the black line on top for more accuracy. Thanks! ____________________ |
Main - ROM Hacking Related Releases - Epic Edit - Super Mario Kart track editor | New thread | New reply |
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