Points of Required Attention™
Please chime in on a proposed restructuring of the ROM hacking sections.
Views: 88,543,562
Main | FAQ | Uploader | IRC chat | Radio | Memberlist | Active users | Latest posts | Calendar | Stats | Online users | Search 05-06-24 02:11 AM
Guest: Register | Login

Main - Posts by Chris

Pages: 1 2

Chris
Posted on 08-12-07 03:34 AM, in Post your layouts here! Link | Quote | ID: 61917


Goomba
Level: 12

Posts: 1/20
EXP: 6993
Next: 928

Since: 08-11-07

Last post: 3735 days
Last view: 3735 days
Okay, this is my layout. I made it a few weeks ago.

Test quote
Test link. BriGuy, your layout is readable to me. heh.

Chris
Posted on 08-12-07 04:15 AM, in Post your layouts here! Link | Quote | ID: 61927


Goomba
Level: 12

Posts: 2/20
EXP: 6993
Next: 928

Since: 08-11-07

Last post: 3735 days
Last view: 3735 days
It would be cool to see your Wii one. You used the scrollbar one way too often before.

Chris
Posted on 08-15-07 12:40 AM, in Post your layouts here! Link | Quote | ID: 62459


Goomba
Level: 12

Posts: 3/20
EXP: 6993
Next: 928

Since: 08-11-07

Last post: 3735 days
Last view: 3735 days
Posted by BriGuy92
Posted by Chris
BriGuy, your layout is readable to me. heh.
I had actually asked that before I made some tweaks to the layout, and made the text more readable. I should probably edit that out. But I also need some help. I need the link font to be a bit smaller, and I want to put a bit of space between the top of the text area and the text itself. I can't figure out the code for it, though, so I am not able to change it.
Sounds like, for your links, you need to add font-size: (valuehere)px; You can try and see how that works out. As far as space between the text and stuff, you might want to try padding: (valuehere)px; You can, for sure, add the padding part within blockquote {} (at least, well, it works well for me). To add it within the actual post, you might want to try cellpadding="(valuehere)". If you have padding in a few areas, but set to 0, you might want to try and set it to a higher value. You should try a higher value and see how it works out.

Chris
Posted on 09-10-07 02:22 AM, in what's the age demographic here Link | Quote | ID: 65122


Goomba
Level: 12

Posts: 4/20
EXP: 6993
Next: 928

Since: 08-11-07

Last post: 3735 days
Last view: 3735 days
Posted by Jeshua
Fifteen.
Sixteen on October the 29th.
17 currently. 18, on October 28th.

Chris
Posted on 11-06-10 09:36 AM, in The Adventures of Lolo 3 : Map Editor (rev. 3 of 11-06-10 05:58 PM) Link | Quote | ID: 137685


Goomba
Level: 12

Posts: 5/20
EXP: 6993
Next: 928

Since: 08-11-07

Last post: 3735 days
Last view: 3735 days
Hello, everyone. I am currently working on a project (level editor) for this game (The Adventures of Lolo 3). I originally posted this message on Neritic Net (here) Here are a few screenshots:

SomeLevel
SomeLevel
SomeLevel




I manage to find a place to upload the level editor. Important links:

- Level Editor
- ROM hack (Ver. 1.1. Fixed a few bugs in a few levels.)

ROMs supported for the level editor is the US version and Japanese version as well. The ROM hack, well, you'll have to have Lunar IPS and do a patch to the original ROM, which will not be provided to you. You'll have to go out and find that yourself.

Have fun, those who are interested!

Update


I updated the ROM hack, as there were a few bugs within a few levels. Everything should be fine now.


Chris
Posted on 11-17-10 06:40 PM, in The Adventures of Lolo 3 : Map Editor (rev. 2 of 11-17-10 06:49 PM) Link | Quote | ID: 137969


Goomba
Level: 12

Posts: 6/20
EXP: 6993
Next: 928

Since: 08-11-07

Last post: 3735 days
Last view: 3735 days
Posted by trollface.jpg
Dosen't work on WINE(linux mint 5 w/ kde, wine 1.0 iirc) nor on Windows 2000 sp4;



I also have xp, but it BSOD'd after windows logo, in all modes(safe, command line etc) and Im too lazy to reinstall it(my awesome 5kb/s gprs connection makes finding&downloading drivers nearly impossible <3)


EDIT: great, I found drivers on my harddisk, I guess I have to install xp after all, so I can finally complete my adv' of lolo GB remix(remember me?)

I don't use WINE (linux), and unfortunately, I have never tested it on that operating system. I use Windows XP and Windows 7. It's worked for all the OS's I've used.

Posted by PU206C
great, even after installing XP it didnt work;


(note; alustus = initialization, not opening)

So what I need to install to get this working? I downloaded this like three times already



(btw Im trollface.jpg, I was too lazy to log-in(sine login never works for me no matter what))
Again, I do not understand what the issue may be. I'm using XP right now (SP3) and it's working quite well. I've also used it on Windows 7 as well, and found no problems.

Edit: Do you have .NET installed? I read here that it may be that you don't have .NET installed on the computer that you're trying to run the program on.

Posted by Trax
I can't use the editor, but I can see some things that look akward to my developer eye. First, I think the way the tiles are added to some sort of bank is not particularly necessary. Just throw all possible tiles in a matrix and let the user pick...

Secondary options like grid settings and show/hide stuff could be sent to a "View" menu if there is too much clutter in the main window. And with the number of levels in the game, I would add a popup menu of all the levels, but still keep the "next" and "previous" level buttons...

I'm not sure what the "attributes" are referring to, except maybe the associated palette code...
The editor is not opening up for you either? This is quite strange. Could you provide a little detail with regards to the issue? Is it the same issue as Trollface's? With regards to the blocks, I do understand what you mean. I placed blocks in a particular category, as I thought it would be easier to access each one. Enemies, or sprites, for example, are in their own category. You can access them by clicking the + or - buttons. It's the first time I've developed a level editor, or an editor in general, so I am still trying to find different ways of laying out information.

With regards to options in the main menu, I agree with you. I should take that into consideration before I release the next update. Considering there are a lot of levels in the game, I found it a pain having to click + or - just to reach, let's say for example, 9-1. Perhaps I should do a drop-down list of some sort? Oh, and block attributes, for example, display the directions of the Don Medusa and the direction of water currents.

Thank you greatly for your input. This will definitely help me in terms of development. Though, to be honest, I still don't understand why the level editor is not working for you guys. I use Win XP and Windows 7. It works fine. I'll ask my friend if I can test it on Vista.

Chris
Posted on 11-21-10 09:43 AM, in Kawa's Map Editor Creation Tutorial (rev. 2 of 11-21-10 09:54 AM) Link | Quote | ID: 138039


Goomba
Level: 12

Posts: 7/20
EXP: 6993
Next: 928

Since: 08-11-07

Last post: 3735 days
Last view: 3735 days
Many thanks goes to Kawa for the map editor tutorial. I actually found it quite useful.

However, I'm experiencing some issues in terms of drawing the images in my level editor (for AdvLolo). DrawImage() is clearly slow, for the most part. I tried looking at SetPixel(), but it too seemed quite slow. I'll try and take a look at FastBitmap, though. Hopefully that will get me someplace..

Sadly, having each block or sprite in a seperate .png file or whatever seems to work greatly, in terms of speed, than having everything thrown into one .png file altogether. At least, that's based off of what I've tested...

Chris
Posted on 11-21-10 11:38 AM, in The Adventures of Lolo 3 : Map Editor (rev. 3 of 11-21-10 11:56 AM) Link | Quote | ID: 138040


Goomba
Level: 12

Posts: 8/20
EXP: 6993
Next: 928

Since: 08-11-07

Last post: 3735 days
Last view: 3735 days
Release v1.1
Download Link

Updates are located in the .readme file included, of course.

Chris
Posted on 11-23-10 05:34 PM, in The Adventures of Lolo 3 : Map Editor (rev. 3 of 11-23-10 05:40 PM) Link | Quote | ID: 138094


Goomba
Level: 12

Posts: 9/20
EXP: 6993
Next: 928

Since: 08-11-07

Last post: 3735 days
Last view: 3735 days
Uhh, unzipping works just fine for me. I use WinRAR, by the way. I really find no issue with using it, and have never heard of anyone complaining about it before. There's no password on it, either. But, if it makes anyone feel better, I can just use zip next time on the next update. I honestly had no idea that it would be big deal, though...

Chris
Posted on 11-23-10 11:09 PM, in The Adventures of Lolo 3 : Map Editor (rev. 2 of 11-23-10 11:10 PM) Link | Quote | ID: 138100


Goomba
Level: 12

Posts: 10/20
EXP: 6993
Next: 928

Since: 08-11-07

Last post: 3735 days
Last view: 3735 days
Posted by blackhole89
unraring it works fine for me, RAR is superior to ZIP in most respects, and I can confirm the editor works both in Wine and Mono, although the UI layout problem with the latter still is there and it is slightly laggy in the former.

Nevertheless, nice work.
Hmm... Maybe having the maximize box enabled will help? At least, then you could re-size the window. Hopefully that will help, at least.

Thank you all for your input thus far. I really hope for more suggestions that would help improve the editor.

Chris
Posted on 11-23-10 11:29 PM, in The Adventures of Lolo 3 : Map Editor (rev. 2 of 11-23-10 11:29 PM) Link | Quote | ID: 138104


Goomba
Level: 12

Posts: 11/20
EXP: 6993
Next: 928

Since: 08-11-07

Last post: 3735 days
Last view: 3735 days
Posted by Stifu
Posted by Chris
Hmm... Maybe having the maximize box enabled will help? At least, then you could re-size the window. Hopefully that will help, at least.

Err, Chris, if you want to fix this issue, I already posted the solution earlier.
Look for AutoScale* properties in the Designer.cs file of your forms and controls, and remove them.
Oh. xD

I thought you directed that suggestion to Blackhole... I need to open my eyes up more. Thanks, by the way. I'll look into it.

Chris
Posted on 11-26-10 08:04 PM, in The Adventures of Lolo 3 : Map Editor (rev. 2 of 11-26-10 08:21 PM) Link | Quote | ID: 138161


Goomba
Level: 12

Posts: 12/20
EXP: 6993
Next: 928

Since: 08-11-07

Last post: 3735 days
Last view: 3735 days
Release 1.2

Download

Updates are in the .readme file, of course.

Chris
Posted on 11-28-10 01:06 AM, in The Adventures of Lolo 3 : Map Editor (rev. 7 of 11-28-10 03:23 AM) Link | Quote | ID: 138179


Goomba
Level: 12

Posts: 13/20
EXP: 6993
Next: 928

Since: 08-11-07

Last post: 3735 days
Last view: 3735 days
OH~ IT'S YOU. Glad to see the editor is finally working for you.

1. It's not a bug. I'm fully aware of this, as I changed the drawing routines and stuff since the first version. The image has a transparent background on it, and not a black background. Basically, it's a .png image with no background color of any kind, if that makes any sense. Also, the way I've set up drawing and such factors into the problem as well. It's not a dramatic issue, or an issue at all. Easy fix. Everything is fine. xD

2. The creators of the game have a value of 0xE0 sitting down there for some strange reason. I believe, if you take a look at Lolo 2, you'll notice 0xE0, or some value sitting down there as well. 0xE0 is the value in which determines how many hearts Lolo/Lala needs to have in order to gain a power-up. In this case, no hearts are necessary. I cannot answer your question on why they left that value sitting down there for every level. All I can say, well, is to try to ignore it, unless you would like to replace it with a 0. However, I have no idea on how that would affect gameplay.

3. Drawing tools. I guess fill would be nice... I haven't really thought about it though, as I managed to increase the drawing speed of the editor compared to the very first version I released. I honestly cannot guarantee you'll see something like this very soon, however, as I would have to figure out how exactly to go about doing that...

4. Someone brought this up earlier, with regards to the block box. I'm still looking into it. Don't worry. The reason as to why I did it the way I did was because I was trying to be unique... But if it makes accessing blocks/sprites a lot easier, then it's a must that I change all of that. Do you believe having all blocks accessible without having to swap throughout 5 pages, as long as the box remains in a new window, would be more useful?

5. Text editor? I really don't see to much of a purpose in this right now, to be honest. What are you trying to do here?

6. I could probably make the text a little larger, I guess. I changed it from the old way, as I did not like it as much.

Here's what I have so far, with regards to your request: Image

I could do it this way. I'd just have to make the blocks smaller a bit, so that the window overall is not too big. But personally, I don't mind the box being in a new window. I actually like being capable of selecting all of the blocks this way.

So the question is: should we have a new window with this box displayed, or should we keep the box in the main window, as displayed in this screenshot? Opinions from anyone is extremely necessary here.


Chris
Posted on 11-28-10 02:24 AM, in Adventures of lolo GB remixx(demo/download) (rev. 6 of 11-28-10 05:03 AM) Link | Quote | ID: 138180


Goomba
Level: 12

Posts: 14/20
EXP: 6993
Next: 928

Since: 08-11-07

Last post: 3735 days
Last view: 3735 days
Neptune does support editing powerups, the last time I checked. You, however, cannot graphically see the changes. Look at the bottom-left of the level window, once you open the Lolo2 ROM into the editor. You'll have to view block data, however.

The hack looks really nice, though. I'm glad someone is making use of the editor, even though there's much improvement that still needs to be done to it. xD You messed up your wall tile, though. Top-right. You'll notice a cut there. Go to an unmodified level, right click the correct wall tile, and paste it over, to make sure everything is correct.

Another issue I noticed is that there's no wall shadow on the left side of the levels. You might have to move your levels over some, if you wish for the shadows to work properly.

With regards to text, what exactly are you looking for? I've only managed to find tutorial text within the game. Is there something I am missing here?

Chris
Posted on 11-28-10 09:02 AM, in The Adventures of Lolo 3 : Map Editor (rev. 2 of 11-28-10 09:09 AM) Link | Quote | ID: 138188


Goomba
Level: 12

Posts: 15/20
EXP: 6993
Next: 928

Since: 08-11-07

Last post: 3735 days
Last view: 3735 days
Well, here's the final image, with regards to that:

Image

I started playing around with the idea for a minute. What immediately crossed my mind were those who used 800x600 resolution. But then, I tested 1024x768, and I found no issues with the way the editor was displayed in that. It actually looked quite nice. It's easier to access sprites/tiles, etc. Hopefully everyone will be pleased with the next update, with regards to selecting tiles. =]

The window that held all of the tiles before is now gone. Everything is now accessible through the main window, after the ROM has been loaded. It looks rather nice. I'm going to wait some more (as in about a week or so) before I release the next update, just in case someone else comes up with an idea.

Thanks for your input, Kio! =D

Chris
Posted on 11-28-10 09:39 AM, in Adventures of lolo GB remixx(demo/download) (rev. 3 of 11-28-10 09:48 AM) Link | Quote | ID: 138191


Goomba
Level: 12

Posts: 16/20
EXP: 6993
Next: 928

Since: 08-11-07

Last post: 3735 days
Last view: 3735 days
1. I was only pointing something out to you that you did not know already existed. If I remember correctly, the creator of Neptune included this information in the .readme file.

2. Clearly, you have no understanding of how much work it is to create a level editor, ensuring that all users are pleased with your work. If you want an auto-save feature, and with that attitude, then you might want to go create such a feature for yourself.

3. It's not that big of a deal. Forget that I brought up the subject. -Sigh-

4. I really don't see why that should be important. If it's that important to you, then you need to create an editor for that on your own. Not only does it sound as if you're giving off a bad attitude, but it sounds as if you're trying to load me up with busy work.

I'm trying the best I can to improve this editor. Make any suggestions and such, anything you like. But please, let's not be rude. Give me some time. I'm trying my best. Or you can patiently wait until the features you need are built in, while still using AdvLolo2 as your base hack.

Chris
Posted on 11-28-10 09:55 AM, in The Adventures of Lolo 3 : Map Editor (rev. 3 of 11-28-10 10:13 AM) Link | Quote | ID: 138192


Goomba
Level: 12

Posts: 17/20
EXP: 6993
Next: 928

Since: 08-11-07

Last post: 3735 days
Last view: 3735 days
1. The changes with regards to the blocks window in the main window will stay, then. I actually find it useful that way.

2. Ehh...does Neptune support that with AdvLolo 1 and 2? I still don't see to much of a use in worrying about that at this moment.

3. Auto-save... It doesn't sound like a bad idea. Actually, I noticed that you can make changes to levels in Neptune, and still navigate to a level before and after without having to save.

I have an idea on how I should approach this, but based on the way my level loading routing is designed, it might take some time and effort. xD

Chris
Posted on 12-22-10 06:49 AM, in The Adventures of Lolo 3 : Map Editor (rev. 2 of 12-22-10 08:17 AM) Link | Quote | ID: 138799


Goomba
Level: 12

Posts: 18/20
EXP: 6993
Next: 928

Since: 08-11-07

Last post: 3735 days
Last view: 3735 days


Update 1.3

(Copied from readme)


NOTE: I would backup your ROM before using this update. A lot of the functionality within the editor has been changed or modified. Be cautious!

+ Added an option for clearing the level, modifying its size to that of the size in the Gameboy version of The Adventures of Lolo. Now, instead of resizing the level by hand, you can resize a lot quicker by using this function.
+ Added functionality for reordering, or swaping two selected levels. Two selected levels can be swapped with one another. While this window is open, you can still navigate throughout levels on the main window. Thanks goes to Zomis for recommending this feature.
+ Upon exporting all levels, changes made to the current level that you're working on even WITHOUT SAVING will be exported as well. Before, you had to save the level that you're working on before exporting, or else the changes to the current level you're working on would not be exported.
+ Added an option to clear all levels within the ROM. This option is located in the same place where the option for clearing the particular level you're working on is located.
+ After clearing the level, or using this function, by default instead of the whole room being cleared, Lolo/Lala along with a heart frame, a box, and a door will be placed in the map by default.
+ Users can now navigate from one level to the next without having to click "save" first. Before, users had to click save or else they would lose their changes. Now, changes will be kept on the previous level you modified. HOWEVER, once you're done making all of your changes, you must be sure to save. Otherwise, you'll lose all of your changes. Thanks goes greatly to Trollface/PU206C for this suggestion.
+ The block box is now displayed in the main window, along with the level viewer. By clicking the "attributes" button on the main window, you'll notice that some blocks within the box are affected as well. For example, an arrow will be drawn over Don Medusa, indicating its initial direction. Thanks goes to Trollface/PU206C for this suggestion.
+ There was an issue with the container tile. It's the tile that determines whether Lolo/Lala will have a powerup for that particular level. It used a transparent background. As a result, if you placed that block over another block, you'll notice a drawing issue. It was not big, and would not affect the production of the level in any way. But regardless, it has been fixed. Thanks goes to Trollface/PU206C for bringing this problem to light.


Deliverable:

Editor 1.3

Chris
Posted on 11-03-11 10:15 PM, in The Adventures of Lolo 3 : Map Editor Link | Quote | ID: 148357


Goomba
Level: 12

Posts: 19/20
EXP: 6993
Next: 928

Since: 08-11-07

Last post: 3735 days
Last view: 3735 days
Version 1.5

Changes:

Version 1.5 - November 3, 2011

+ Fixed an issue with AutoScale properties in the software. It was mainly a problem in the Palette Editor. This has been fixed, yet again.

Version 1.4 - November 3, 2011

** Note: Considering this update features the palette editor, and the addition of a few tilesets, please note that graphics are not loaded directly from the ROM. Any graphical changes you make, you will not see here in the editor. The same goes for any palette changes you make as well.
+ Changed the position in which a GB-sized level is displayed. This may hurt those who already started GB-sized leveled based hacks. As a result of this, I suggest NOT worrying about the old levels and update those later (if you wish). If you want to continue using the old level position, then you must use the previous update to clear all levels to the specific size and modify the levels in the new update. The reason as to why I changed the position on the display is because, in my opinion, it the drawn level looks better centered. The problem, however, is that the shadow presented on the left-hand corner of each room will not be drawn.
+ Added the underworld tileset to fit the underworld-based levels upon viewing them.
+ Added the underwater tileset to fit underwater-based levels upon viewing them.
+ Additional blocks have been added to the selection window.
+ Palette editor has been re-added to the software, again, after being taken out of the software earlier. It's functional. You can change the palette of level sets and save changes back into the ROM.
+ Additional options have been added to the editor.
+ Updated the options to where values are loaded directly from the ROM. Before, if you made changes to the ROM, you would have to remember your changes as the editor was not capable of reading in optional values from the ROM at the time.
+ In the options menu, clicking the "save" button only saves optional changes to the ROM. Before, all data (such as level data) was saved back to the ROM.
+ Added more functionality as far as cleaning levels are concerned. You can now specify a default terrian, such as the floor or water, for the creation of both small (GB-Size) and large levels.
+ Few changes to the interface.
+ Updated functionality for selecting levels. When selecting a level using the buttons (quicker way), the level selector will also be updated.
+ Fixed an error. Upon using the level selector (drop-down box) to select B-5, the editor loaded A-1 instead.
+ Added an error message if the incorrect ROM is loaded. The program will then terminate.
+ Updated the sprites function. In the game, if you have five sprites or more in a row, you'll notice flickering. The sprites function on the main display is now designed not only to give you an indication of the location of sprites in a level, but also if there are five or more sprites in one row. If there are five or more sprites in a row, a red bar will be drawn across that particular row. Stationary sprites are the main concern. Mobile sprites, however, are less of a concern because they can move around the map, unless they're trapped. Take advantage of this feature after completing each production of your levels.

Chris
Posted on 02-12-14 11:12 AM, in Gb Adventures of lolo Link | Quote | ID: 155673


Goomba
Level: 12

Posts: 20/20
EXP: 6993
Next: 928

Since: 08-11-07

Last post: 3735 days
Last view: 3735 days
Awesome!! You must have used the level editor I created to do this!
Pages: 1 2


Main - Posts by Chris

Acmlmboard 2.1+4δ (2023-01-15)
© 2005-2023 Acmlm, blackhole89, Xkeeper et al.

Page rendered in 0.278 seconds. (328KB of memory used)
MySQL - queries: 131, rows: 163/163, time: 0.267 seconds.