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- Meatballsub
- Liquid Metal Slime
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Someone else want to do it? :(
Yes those kind of built in features would be nice (the autotiling in the map editor included). You could probably get quite far with just some generic functionality for combining different templates and masks together automatically in the various combinations. Seems to be a bit more than that going on there; I didn't really understand all of the UI or go through it carefully.
If some highly enthusiastic person wanted to write some script in FB/Python/HS/JS/pseudocode/whatever, or even just a concrete description, I would try to get it in.
Would be nice if the map and sprite editors were scriptable. GrafX2 is scriptable is Lua, other graphics editors might be similarly. Since the sprite editor needs rewriting from scratch anyway, maybe I should just look into embedding a GrafX2 fork or something else? I'm big on code reuse.
Yes those kind of built in features would be nice (the autotiling in the map editor included). You could probably get quite far with just some generic functionality for combining different templates and masks together automatically in the various combinations. Seems to be a bit more than that going on there; I didn't really understand all of the UI or go through it carefully.
If some highly enthusiastic person wanted to write some script in FB/Python/HS/JS/pseudocode/whatever, or even just a concrete description, I would try to get it in.
Would be nice if the map and sprite editors were scriptable. GrafX2 is scriptable is Lua, other graphics editors might be similarly. Since the sprite editor needs rewriting from scratch anyway, maybe I should just look into embedding a GrafX2 fork or something else? I'm big on code reuse.
Last edited by TMC on Tue Mar 25, 2014 1:37 pm, edited 1 time in total.
- Meowskivich
- Blubber Bloat
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- Bob the Hamster
- Liquid Metal King Slime
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I would love to have a better understanding of how AutoTileGen works. That would be the most important factor for determining if it would be possible to implement a similar feature.
Also, perhaps AutoTileGen could be configured to work with 20x20 tiles, and to export to a 320x200 tilesheet for importing? Not perfect, but still useful.
Also, perhaps AutoTileGen could be configured to work with 20x20 tiles, and to export to a 320x200 tilesheet for importing? Not perfect, but still useful.
- BMR
- Metal King Slime
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Once I get some more free time (prolly not for another couple months or so unfortunately) I could clean up the script I was working on and post it.TMC wrote:If some highly enthusiastic person wanted to write some script in FB/Python/HS/JS/pseudocode/whatever, or even just a concrete description, I would try to get it in.
Being from the third world, I reserve the right to speak in the third person.
Using Editor version wip 20170527 gfx_sdl+fb music_sdl
Using Editor version wip 20170527 gfx_sdl+fb music_sdl
- Spoonweaver
- Liquid Metal King Slime
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You know, just to play devil's advocate, that thing looks kinda lame.
It doesn't draw the tiles for you, and it's auto edging would only work on certain styles of art. The tile placement doesn't make any sense unless it's a function that's actually built into a game making engine. The light features are in something close to HD which massively clashes with the pixel art.
This little tool seems like it would be neat to use on a project that you come up with with this tool in mind, but other than that it seems terribly limited. I would never pay for something like this.
I would be against james or tmc using their time on something like this, or anyone putting this into the ohr for that matter, on the grounds that it would likely cause bugs or otherwise get in the way of the normal workings of the ohr.
It doesn't draw the tiles for you, and it's auto edging would only work on certain styles of art. The tile placement doesn't make any sense unless it's a function that's actually built into a game making engine. The light features are in something close to HD which massively clashes with the pixel art.
This little tool seems like it would be neat to use on a project that you come up with with this tool in mind, but other than that it seems terribly limited. I would never pay for something like this.
I would be against james or tmc using their time on something like this, or anyone putting this into the ohr for that matter, on the grounds that it would likely cause bugs or otherwise get in the way of the normal workings of the ohr.
Last edited by Spoonweaver on Tue Mar 25, 2014 4:34 pm, edited 1 time in total.
- BMR
- Metal King Slime
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I mostly just use the script I have for random generation, to make nice smooth edge transitions. Definitely not with all the bells and whistles though, just the auto-tiling part when placing tiles. That aspect is pretty useful, I believe, as it saves on having to manually place things.
That said, I'm with Spoon that development would be better off elsewhere. While scripting in HS can't do this on the fly while mapping in Custom, scripts can be written without a whole lot of difficulty to fake it.
That said, I'm with Spoon that development would be better off elsewhere. While scripting in HS can't do this on the fly while mapping in Custom, scripts can be written without a whole lot of difficulty to fake it.
Being from the third world, I reserve the right to speak in the third person.
Using Editor version wip 20170527 gfx_sdl+fb music_sdl
Using Editor version wip 20170527 gfx_sdl+fb music_sdl
Well if we're talking about map editor auto-tiling, I do think that's very much worth adding. (I do have a very long TODO list though.) But I wonder what the best way is to let users specify the configuration of the tiles in the tileset, including possibly between multiple tile types. I even considered detecting tiles which connect together automatically.
Regarding the lighting, while what's shown in that video is surprisingly underwhelming, normal map-based dynamic lighting and pixel arts= goes very well together. Have a look at this similar tool (they both produce normal maps):
http://snakehillgames.com/spritelamp/
(I speculate that the normal maps could be derived automatically from a single hand shaded sprite rather than requiring multiple versions lit from different directions. I'd like to try, if I ever find time for it.)
If HS could read and write pixels, and sufficiently fast, I'd be playing with this... probably just need to build it in instead
Regarding the lighting, while what's shown in that video is surprisingly underwhelming, normal map-based dynamic lighting and pixel arts= goes very well together. Have a look at this similar tool (they both produce normal maps):
http://snakehillgames.com/spritelamp/
(I speculate that the normal maps could be derived automatically from a single hand shaded sprite rather than requiring multiple versions lit from different directions. I'd like to try, if I ever find time for it.)
If HS could read and write pixels, and sufficiently fast, I'd be playing with this... probably just need to build it in instead
Last edited by TMC on Tue Mar 25, 2014 7:10 pm, edited 1 time in total.