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03-28-24 08:36 AM
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Main - Posts by RicBent

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RicBent
Posted on 02-05-16 04:18 PM, in Another Super Mario 3D [RELEASED] Link | #67548

Yes, it will.


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RicBent
Posted on 02-06-16 08:22 PM, in CoinKiller -- NSMB2 editor upcoming Link | #67561

I implemented tile overlays and worked a bit more on the tileset editor:

[thumbnail] [thumbnail]

The overlays also show up in levels.

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RicBent
Posted on 02-06-16 09:26 PM, in CoinKiller -- NSMB2 editor upcoming Link | #67564

That is a topic, which will come as last step :)

(Also, meh, I prefer using XMLs)

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RicBent
Posted on 02-06-16 09:32 PM, in CoinKiller -- NSMB2 editor upcoming Link | #67566

atm I can't realy tell.
We still need to do all level editor UI, level saving and a bit more level parsing.
The tileset editor tho is almost finished (still needs ctpk replacement/saving).

But I have "vacations" until tuesday and don't realy know what to do (bad weather), so maybe realy soon ;)

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RicBent
Posted on 02-08-16 11:33 PM, in CoinKiller -- NSMB2 editor upcoming (rev. 2 of 02-08-16 11:36 PM) Link | #67605

I made a lot of progress with the tileset editor:

You can now view and edit 3D overlays. These are shown as red rectangles in the tile pallete and can be edited by right clicking on any tile.

I also added the option to edit tile randomisation:
[thumbnail]

Finally you can now edit the object behavior (like repeat/tile normally/slope):
[thumbnail]
[thumbnail]

This means that the tileset editor is now fully finished, only lacking ctpk (image) replacement.
Also there's still a bug which causes the editor to crash while saving if the filesize is scaled down.

So, I guess, I will now start working a bit on the level editor itself :)

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RicBent
Posted on 02-13-16 10:01 AM, in CoinKiller -- NSMB2 editor upcoming Link | #67733

I added an object picker and redid the whole selection/dragging stuff.

[thumbnail]

You can already select things from the picker and draw them as you are used to in NSMBe and Reggie!.

I made an "EditionMode" baseclass which handles things like mouse input. This ways implementing stuff like this should be a lot easier:



Btw: Do you want something like shown in the video?

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RicBent
Posted on 02-13-16 01:13 PM, in CoinKiller -- NSMB2 editor upcoming (rev. 2 of 02-13-16 05:44 PM) Link | #67740

Posted by Anthe
I love the dragging thing. It's like in Super Mario Maker. Very nice!


I'm not a real fan of that dragging thing, since it's a lot slower than the Reggie/NSMBe method.

Edit: Were you talking about the "Easy Level Creation" thing or the way you draw stuff in Mario Maker?

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RicBent
Posted on 02-13-16 07:43 PM, in CoinKiller -- NSMB2 editor upcoming Link | #67759

@Thierry I lost motivation for that :(

@Hiccup Kind of. While the Object placing is quite ok, the sprite/etc drawing is a pain IMO.

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RicBent
Posted on 02-14-16 07:46 PM, in CoinKiller -- NSMB2 editor upcoming Link | #67802

Added a simple Sprite Picker:

[thumbnail]

It uses the Sprite Data from here.

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RicBent
Posted on 02-14-16 09:18 PM, in CoinKiller -- NSMB2 editor upcoming Link | #67808

@Ndymario: Since CoinKiller doesn't allow level saving atm, it's propbably useless.
Tho, there is a build on the uploader, which you can find somewhere in this thread.

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RicBent
Posted on 02-15-16 08:24 PM, in NSMB2 Custom Content Link | #67826

Because I forgot Sprite 288. It loads the resources for Mega Mario.

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RicBent
Posted on 02-15-16 08:41 PM, in CoinKiller -- NSMB2 editor upcoming Link | #67828

Hard to tell. I hope that I can finish level saving within this week. Then all what's left is the UI side.

Today I added a simple sprite search:

[thumbnail]

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RicBent
Posted on 02-17-16 07:23 AM, in CoinKiller -- NSMB2 editor upcoming Link | #67847

If I see it correctly you set didSave to true after saving and you nver change it back. So your system only works once. (Or did I get it wrong?)
Also I would manage such function in the editionmode class, since it's not that logical to say "editMade = true" after a simple click.

But I have a good idea about what you could do:
You could look into the objectsrenderer class and look how sprites are rendered. Then you could implement the sprite images.

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RicBent
Posted on 02-17-16 03:44 PM, in CoinKiller -- NSMB2 editor upcoming Link | #67850

Today I finished the level saving:

[image]

The level on the screenshot was 100% done in CoinKiller.

Also Sprites can operate on an other layer, it seems like.

[image]

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RicBent
Posted on 02-17-16 08:48 PM, in CoinKiller -- NSMB2 editor upcoming (rev. 2 of 02-17-16 08:50 PM) Link | #67859

Agreed. Also, I think we should finish the core of the level editor first, before we implement additions like this one.

Posted by TheKoopaKingdom
EDIT:What do you mean? For me, the sprites in the editor already show up.

Well, sprite images are taken ingame and then added into CoinKiller. I already did a lot, but there are still many missing.


I also fixed that stupid saving bug, so now, files can also become smaller :)


Also this:



Cool quality, right? But those capture cards are so expensive :(

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RicBent
Posted on 02-17-16 09:22 PM, in CoinKiller -- NSMB2 editor upcoming Link | #67860

I somebody is interested, here is a build of CoinKiller: https://kuribo64.net/get.php?id=tQIdqZ8LdzkUJps3

I'd be happy if you mess a bit arround with it and report any bugs/crashes.

(Also remember that all zones not equal to id 0 won't work, becuase sprites/entrances are still saved with zone id = 0)

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RicBent
Posted on 02-18-16 01:00 PM, in CoinKiller -- NSMB2 editor upcoming Link | #67868

For now you can't edit settings of objects.

Oh, and that "derp", "zerp" thing is only a test.

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RicBent
Posted on 02-21-16 11:15 AM, in CoinKiller -- NSMB2 editor upcoming (rev. 2 of 02-21-16 02:48 PM) Link | #67933

I did work a bit on resizing/dragging things:



And I noticed that the level saving is still broken a bit, because NSMB2 doesn't like the levels created with CoinKiller.

Edit: Should be a easy fix :) I found which bytes caused the crashes.

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RicBent
Posted on 02-21-16 06:57 PM, in CoinKiller -- NSMB2 editor upcoming Link | #67943

The level crashes seem fixed now.

Apparently they were caused by writing chars instead of shorts, which caused almost all levels to become Toad Houses :P

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RicBent
Posted on 02-21-16 09:37 PM, in CoinKiller -- NSMB2 editor upcoming Link | #67949

Download Qt Creator and run the project. Then put the coinkiller_data folder into the folder, where the debug .exe is located.

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Main - Posts by RicBent

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