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Main - Posts by giangurgolo |
giangurgolo |
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Level: 34 Posts: 1/219 EXP: 249541 Next: 4110 Since: 02-01-08 Last post: 3247 days Last view: 3247 days |
Posted by Raccoon Sam Here I am. PM any questions you have (or ask here if you want I guess). I'd like to give some credit to Temporal Flux (level layering especially) and FF3ME (battlescript labeling) for the small amount of influence they've had on the design of the level editor and the battlescripts and stats editor. |
giangurgolo |
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Level: 34 Posts: 2/219 EXP: 249541 Next: 4110 Since: 02-01-08 Last post: 3247 days Last view: 3247 days |
The battle scripts are finished. The event scripts are the next obstacle to completion. There have been updates to the gui for the sprite editor which accomodate for editing the dialogue font graphics, window frame graphics, and the world map points.
Also there are screenshots here and the program's help topics are online if you want to look at those too. Everything that you can modify with the program (in the stats and level portions only so far) is explained there. |
giangurgolo |
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Level: 34 Posts: 3/219 EXP: 249541 Next: 4110 Since: 02-01-08 Last post: 3247 days Last view: 3247 days |
Here is a really short < 2min demo video showing some level editing in Lazy Shell. It's subtitled with brief explanations of the features demonstrated. |
giangurgolo |
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Level: 34 Posts: 4/219 EXP: 249541 Next: 4110 Since: 02-01-08 Last post: 3247 days Last view: 3247 days |
Event editing is more or less finished, now. This portion of the editor is probably the most complex and difficult after level editing, which is why it took so long. The last part left is the sprite editor, window editor, font editor, and world map editor. These should not take nearly as long because the coding structure is very similar to much of the parts that have already been finished. Look for a public release within the next 2 months.
Posted by Yakibomb You should be able to create new palettes from empty palettes (blocks of zeros) that exist in the same region of the ROM as the regular palettes, and set a monster's palette to point to the new palette. You can also set the graphics, tilemap, and animation pointers to the same as another monster if you wish. The two Belomes are basically two completely distinct monsters that simply point to the same graphics, tilemap, and animation data. They point to different battlescripts and stats, of course. Same with the Croco's. On question 3, you just set the other monster to the same graphics and tilemap but just set it to a different palette. |
giangurgolo |
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Level: 34 Posts: 5/219 EXP: 249541 Next: 4110 Since: 02-01-08 Last post: 3247 days Last view: 3247 days |
Posted by blackhole89 The animation molds are the collection of images used by animation sequences. The value for "Mold" (right above "Frame Duration") is the mold the frame uses. |
giangurgolo |
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Level: 34 Posts: 6/219 EXP: 249541 Next: 4110 Since: 02-01-08 Last post: 3247 days Last view: 3247 days |
You can thank (or fault) me for the GUI design. Before the release I'm going to go through the entire interface and try to achieve some sort of consistency that will make it easier to use. I can't completely eliminate the learning curve, but I'll try to give it a more user-friendly design. I'll agree that the sprites editor needs some work, and of all the 4 parts of the editor it probably has the worst GUI. As of now, most of the time and effort has be focused on the editor's functionality rather than its interface so please forgive us at the moment if it doesn't possess a high enough aesthetic quality for your tastes--I'm working on this. Contrary to what one might think we are actually almost finished, relatively (it's been in production for 17 months).
I appreciate any criticisms on the GUI or general appearance, since that's the only aspect that's been revealed. |
giangurgolo |
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Level: 34 Posts: 7/219 EXP: 249541 Next: 4110 Since: 02-01-08 Last post: 3247 days Last view: 3247 days |
Thanks for all of the feedback on the new design and any feedback in general. It has actually made it easier to rearrange the controls. Now that the new GUI is complete, I realize the old one was well-deserving of critique.
ClearType does affect the editor, at least for me. Font smoothing should work in the editor if you have ClearType enabled. I added a new feature for the font editor which allows for the creation of an entirely new font table based on an existing font installed on the system in just a few clicks. |
giangurgolo |
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Level: 34 Posts: 8/219 EXP: 249541 Next: 4110 Since: 02-01-08 Last post: 3247 days Last view: 3247 days |
You can change the backgrounds for the dialogues. There's the option to import an image in .gif, .png, or .jpg format of any size, although it's recommended to import images that are already 64x56 pixels (the size of the dialogue graphics). You can't edit the dialogue background tileset (it's automatically generated by the game engine) but you can edit the battle dialogue background tileset.
I considered adding the option to edit the scrolling window backgrounds before but I discarded the idea. Now that the sprites editor has been organized and the import / export methods written it should probably be very easy. I might look into it. This screen cap image from snes9x wasn't doctored in any way. There's not enough space for any more font sets. There's several font characters that don't contain any pixels that you might be able to create new characters for. But there's only three font sets, all of which are used explicitly for the three formats of menus, descriptions or dialogue. I'm not sure what you mean by your question on the tile editing. Levels are composed of 16x16 tiles. Generally things like crates are on layer 2, and separate from the floorboards which for the most part are on layer 1. Mirroring tiles, as well as palette changing, would require individual editing of the four 8x8 tiles that compose a 16x16 tile, a feature that is included in this editor. |
giangurgolo |
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Level: 34 Posts: 9/219 EXP: 249541 Next: 4110 Since: 02-01-08 Last post: 3247 days Last view: 3247 days |
The widths are variables and can be manually set with the "Widths" control (in the "FONT GRAPHICS" panel). When you generate a font table the button "AUTO-SET WIDTHS" is checked by default, and when it is checked it automatically sets the variable widths of all characters based on the rightmost pixel in each one. Widths, depending on the font type selected, can be set from 0 to 16 pixels wide or 0 to 8 pixels wide.
You can use any font installed on your system, although from testing I've noticed that several of them won't seem to work at all in the RichTextBox controls containing all 128 characters for the font table. |
giangurgolo |
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Level: 34 Posts: 10/219 EXP: 249541 Next: 4110 Since: 02-01-08 Last post: 3247 days Last view: 3247 days |
There is a hack that will be released alongside the editor, and both are being worked on at the moment. Working on the hack has revealed many bugs and annoyances, both of which have been fixed and compensated for for the most part.
Here and here are two screenshots of two maps that have been created using solely the editor. All hacking for this will be done solely by the editor. |
giangurgolo |
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Level: 34 Posts: 11/219 EXP: 249541 Next: 4110 Since: 02-01-08 Last post: 3247 days Last view: 3247 days |
To make Mario overlap parts of the layer, use physical tiles that have "priority 1 for objects on tile" checked in the places you want Mario to overlap all layers.
Here is a video showing the hack in progress (from the start of a new game). |
giangurgolo |
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Level: 34 Posts: 12/219 EXP: 249541 Next: 4110 Since: 02-01-08 Last post: 3247 days Last view: 3247 days |
There's a new version up, check the first post for updated links. |
giangurgolo |
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Level: 34 Posts: 13/219 EXP: 249541 Next: 4110 Since: 02-01-08 Last post: 3247 days Last view: 3247 days |
(link removed, still some bugs with the hack)
One reason for some of imbalanced gameplay is due to the relative length of the hack, which only consists of three or four areas. I figured I'd give the player the opportunity to level up fast with easier monsters to fight the harder bosses since the length of the hack doesn't allow enough time to level up to a high level. That might seems amateurish or lazy, because it probably is. |
giangurgolo |
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Level: 34 Posts: 14/219 EXP: 249541 Next: 4110 Since: 02-01-08 Last post: 3247 days Last view: 3247 days |
The issues with the level-up bonus controls and saving the inflict element for spells have been fixed. These fixes along with some of the other suggestions by other posters will be included in the next version. |
giangurgolo |
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Level: 34 Posts: 15/219 EXP: 249541 Next: 4110 Since: 02-01-08 Last post: 3247 days Last view: 3247 days |
You cannot use the unused characters with the current version of LS. The next version will be capable of using them. |
giangurgolo |
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Level: 34 Posts: 16/219 EXP: 249541 Next: 4110 Since: 02-01-08 Last post: 3247 days Last view: 3247 days |
You need to set the layer mask boundaries to where the level is. In the .dat file you provided, the mask is off to the far left of the general location of the coords you say you place Mario at.
Go to the "LAYERS" tab and change the "LAYER MASK" values (eg. "High X" "Low Y", etc...) To view the mask, click the orange rectangle in the toolstrip at the top of the level editor. |
giangurgolo |
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Level: 34 Posts: 17/219 EXP: 249541 Next: 4110 Since: 02-01-08 Last post: 3247 days Last view: 3247 days |
JamesM:
1) You can, but it will most likely glitch out with any spells other than the ally's default spells. You must edit the spell animation to do this, which the editor cannot currently do. The next version will have this capability (although with very minimal capabilities, as it will only edit exact hex values). 2) You cannot currently do this. We have added this feature for the next version. 3) Change dialogue fonts/colors/BG's in the Sprites editor under the "DIALOGUES" tab. Doomi: If you want to create a new sprite based off of an original one, just export the data of the original and import it to the new one and modify whatever you want. I recommend this instead of creating one from scratch because that is honestly a lot of work. Still, if you want to, you'll have to overwrite an existing sprite's data. master higgins: You cannot currently do this. The next version will have this capability. Elementalpowerstar: It's definitely the partition #. This was one of the most trivial parts of creating the Bob-omb Mafia hack; I guess you'll just have to play around with the search and test the partitions to see which one's you need. Word of advice: put the larger sprites (eg. the hammer bro, also any treasure chests you might add) as the first NPC's and the smaller sprites as the last. Does the current version let you move the NPC's up/down in the list? If not, the new version will. It will make this much easier. Elementalpowerstar: On your earlier question on script addresses, the new version will put the bank # in front of the "Jump to" or any commands that have a script address in them. For now, just assume the bank # is the same as the bank # (ie. the first two digits in the 6-digit address in the []'s). This will simplify the scripting and avoid further confusions. Here's a list of changes that have been completed for the next version:
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giangurgolo |
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Level: 34 Posts: 18/219 EXP: 249541 Next: 4110 Since: 02-01-08 Last post: 3247 days Last view: 3247 days |
The .dat files contain all the properties and values for the sprite data, not the graphics. There are no raw 2bpp, 4bpp or whatever graphics in a .dat file.
To edit the graphics, its probably easier to export them to an image file and edit that image in an external paint program and import the edited image back into it. To do this, right-click the image graphics (in the "IMAGE GRAPHICS" panel in the lower-left part of the sprites editor) and select export and choose what type you want (.bin files are raw 2bpp or 4bpp graphics that are edited in tile editor programs). Likewise, you can import image files or .bin files that have been modified in an external program. For any other questions regarding importing/exporting images, try right-clicking images in the editor to see if there's an import/export option. |
giangurgolo |
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Level: 34 Posts: 19/219 EXP: 249541 Next: 4110 Since: 02-01-08 Last post: 3247 days Last view: 3247 days |
Click here to DL the patch.
Here's a video: http://www.youtube.com/watch?v=Z-dqQ7U1y9s -27 new spells and attacks +new animations for every one -16 new items +3 new item animations -1 new weapon animation -Mario no longer shoots fire orbs NOTE: Every modification in this hack was done solely with the new version of Lazy Shell (v2.1). The new version will be released soon. |
giangurgolo |
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Level: 34 Posts: 20/219 EXP: 249541 Next: 4110 Since: 02-01-08 Last post: 3247 days Last view: 3247 days |
The bosses have ridiculously high HP because I wanted the player to be able to experience all of the new spells and attacks the bosses can use (since some are chosen randomly).
on the password: it's not for anything. It's only there to make the player feel like they've accomplished something, i.e. their reward is a tiny bit of exclusive but useless information |
Main - Posts by giangurgolo |
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