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General Project Screenshot/Video Thread

#3541 User is offline Tribeam 

Posted 07 May 2013 - 03:30 PM

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Posted Image

Finally got the GUI library complete for the new version of my pal editor, which at this point is becoming more of a real time editing suite instead
Works just like any OS GUI would work, draggable windows with controls inside.

#3542 User is offline Rika Chou 

Posted 07 May 2013 - 06:31 PM

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View PostKingofHarts, on 06 May 2013 - 09:27 AM, said:

Posted Image

This is a mockup of my new Sprite Editor. I'm aiming to allow for sprite and animation viewing/editing. Obviously the layout and appearance are similar to the Palette Editor. I'm aiming to make it a more user-friendly alternative to SonMapEd... Does the community have any suggestions about what I should do that SonMapEd didn't? Or perhaps should I make any changes to the layout??

An alternative to SonMapEd, while a wonderful program, would be lovely.

Like suggested, a tile editor, the ability to add/delete tiles, zoom in/out, palette editor (like the mock up), a grid or something so you can see where a sprite is from the center (along with the coordinates like you have in this mock up)....these things would make me switch in a heartbeat.

#3543 User is offline KingofHarts 

Posted 07 May 2013 - 07:52 PM

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Tile Editing was already working in my previous version, and now I have a nice little addition to the grid that you can toggle on/off, allowing you to change the color of the grid. Quite handy when you can't see the ol' plain white grid very well.

Adding and Removing tiles to the end of the list is already in, just need to put in Inserting and Removing from the middle of the list, which is a little harder than it sounds, believe me... but I'm trying. Palete Editor was already in from the get-go... BUT changing palette colors doesn't change the colors of the tiles in real-time, unfortunately. Changing colors does require a refresh to see the result. I hope to change this in the future, but for now it's going to stay this way... unfortunately.

STILL TO BE ADDED:
That little box in the corner is a smaller, more compact sprite piece adder, one that I feel is more efficient than the huge ass on SME has in the top left of its interface.
Grid for sprites, and zoom/scroll with an origin marker. Clicking above that box can swap it out for an animation window, allowing one to view animations.
Clicking on the filenames above will show various info next to it, changing depending on the file you click. This can range from compression format and # of tiles for art, sprite piece info for mappings, etc.


The only part I'm really struggling with at the moment is reading from .ASM. I've got it working, but not perfectly yet.

#3544 User is offline Tiddles 

Posted 08 May 2013 - 12:53 AM

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Can I make another suggestion while I'm thinking about it? The Sonic 2 menu font is all retro and Sonicy and whatever, but I'm pretty tired of seeing it by now, and more importantly, it isn't very usable or readable at high resolutions, particularly if you have something like a high-DPI laptop display. Computer typography has improved a lot since 1992, so I'd highly recommend taking advantage of that. :)

#3545 User is offline KingofHarts 

Posted 08 May 2013 - 08:46 AM

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View PostTiddles, on 08 May 2013 - 12:53 AM, said:

Can I make another suggestion while I'm thinking about it? The Sonic 2 menu font is all retro and Sonicy and whatever, but I'm pretty tired of seeing it by now, and more importantly, it isn't very usable or readable at high resolutions, particularly if you have something like a high-DPI laptop display. Computer typography has improved a lot since 1992, so I'd highly recommend taking advantage of that. :)


How about the Sonic 3 look instead? 1994 was surely a better year! Posted Image

In all seriousness, I personally love it... but I do understand your point. If enough people want it gone, I'll look into changing it. Maybe I'll have it take on a Sonic Retro-esque appearance...? (I'm not very good at being creative with appearances, and this sort of stuff... BUT I just don't want Triad to look like another run of the mill Windows .exe)


Even if I do change it, it'll be quite a while before I do, as I'm going to focus mainly on getting all of the functions working first... so please bear with me. But if anyone has ideas or suggestions, I'm all ears.
This post has been edited by KingofHarts: 08 May 2013 - 08:51 AM

#3546 User is offline Strife 

Posted 10 May 2013 - 04:02 PM

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View PostCinossu, on 07 May 2013 - 07:45 AM, said:

Funnily enough, as I generally do with things like this, I started this whole thing over again and built it from scratch, using the new S1EE base instead of something else which was not completely appropriate for it (a different hack of which will not be revealed any time soon, ask no more plskthx). GHZ is complete and completable, as is MZ (of which is balls hard, especially when traversing lava is involved).

I suppose some more eye-candy can happen too. :> (The quality is shit, but thank youtube for that.)



I like how the palette changes as he gets closer to Sonic now... though I honestly think it was scarier with having a solid black screen. That, and maybe you could make it so that Sonic's normal death animation doesn't play when he dies in the nether world; Like, either it'd jump to black and then immediately restart, or his sprite would turn invisible. It's up to you how to go about it, but I think you'd get a better scare out of it if you left more of Sonic's fate to the imagination.


This is making me want to do a creepypasta easter egg for Freedom Planet. xD Maybe not as extensive as this hack but something that's quick and random to scare the pants off players who try to hack into the game or something.
This post has been edited by Strife: 10 May 2013 - 04:04 PM

#3547 User is offline Stritix 

Posted 10 May 2013 - 08:29 PM

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View PostCinossu, on 07 May 2013 - 07:45 AM, said:

Funnily enough, as I generally do with things like this, I started this whole thing over again and built it from scratch, using the new S1EE base instead of something else which was not completely appropriate for it (a different hack of which will not be revealed any time soon, ask no more plskthx). GHZ is complete and completable, as is MZ (of which is balls hard, especially when traversing lava is involved).

I suppose some more eye-candy can happen too. :> (The quality is shit, but thank youtube for that.)



This looks great. It's certainly creepier than that sonic.exe attempt.
This post has been edited by Stritix: 10 May 2013 - 08:36 PM

#3548 User is offline Trujin 

Posted 12 May 2013 - 09:22 AM

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I'm really diggin' this experiment of yours Cinossu and can't wait to see what other ideas you plan to add to later versions. I have an anecdote that goes back to my early days of playing on my PAL Megadrive. Playing Sonic 1 was one of my most earliest and fondest memories and like most of you it was the driving purpose that brought me to these forums around a decade ago now. There was however one factor of playing Sonic (and other games on my Megadrive) that I found most unnerving and that was the low tempo of the music. I found this mostly spine chilling with the game over and final zone tracks. It would be interesting to hear that implemented in this very ordinary Sonic hack of yours.

#3549 User is offline Tribeam 

Posted 13 May 2013 - 06:38 PM

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Showing off my very early concept of that API thing I keep talking about.
I finished object manipulation!


Result:
Posted Image
gif is slow, not sure why, couldn't fix it


Lua:
local x = 0x1500 -- center x
local y = 0x400  -- center y
local r = 20.0  -- radius
local a = 0 -- angle

local monid = 0x1D566

local mon1 = obj:add(monid, 1, x, y) -- 1up
local mon2 = obj:add(monid, 2, x, y) -- robotnik
local mon3 = obj:add(monid, 3, x, y) -- ring
local mon4 = obj:add(monid, 4, x, y) -- shoes

-- loops every frame
function test()
	
	-- add up the angle
	a = a + 0.1
	
	-- reposition the 1up monitor
	mon1.x = x + (r * math.cos(a))
	mon1.y = y + (r * math.sin(a))
	
	-- reposition the robotnik monitor
	mon2.x = x + (r * (math.cos(a + 90.0)))
	mon2.y = y + (r * (math.sin(a + 90.0)))	
	
	-- reposition the ring monitor
	mon3.x = x + (r * (math.cos(a + 180.0)))
	mon3.y = y + (r * (math.sin(a + 180.0)))	
	
	-- leave the shoes alone
end



#3550 User is offline redhotsonic 

Posted 15 May 2013 - 05:34 PM

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Wouldn't it of made more sense posting this in the topic where you were talking about it? =P

#3551 User is offline Tribeam 

Posted 16 May 2013 - 02:06 AM

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Probably, I don't know, seemed like the right thing to do at the time.

#3552 User is offline GT Koopa 

Posted 18 May 2013 - 02:51 PM

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Posted Image

Testing color choices to see what works. Not making an S3K hack, just using it to make a palette to use elsewhere.

#3553 User is online ashthedragon 

Posted 18 May 2013 - 03:07 PM

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View PostKingofHarts, on 06 May 2013 - 10:56 AM, said:

View Postashthedragon, on 06 May 2013 - 10:13 AM, said:

include also a direct editor like the old Sonik Sprite, please.


Never tried SonikSprite until I got your suggestion.

Would you be ok with the tile editor on the upper left corner? Or do you actually want the direct editor onto the sprite itself?
The best I think I would be willing to do is allow for clicking a tile in the sprite, in order to select it for editing... outside of that it feels a tad redundant to have 2 separate places to edit tiles in the same window. Would that suffice?

I am taking note of a couple of tools and options to include, though... as far as tile editing goes. I think the dual color selection should definitely be something to implement, seeing as how almost EVERY art editor (not speaking Sonic hacking tools, just general art tools) has one.


I meant that you could draw over the sprite directly in the editor itself, like Sonik Sprite does. I don't understand what are you trying to say, sorry :( You mean that you can highlight a sprite an capture it to edit it elsewhere ( paint, for example) and then insert it back?


Also, Cinossu, loving how that Sonic.exe hack is going
This post has been edited by ashthedragon: 18 May 2013 - 03:09 PM

#3554 User is offline KingofHarts 

Posted 18 May 2013 - 06:57 PM

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View Postashthedragon, on 18 May 2013 - 03:07 PM, said:

View PostKingofHarts, on 06 May 2013 - 10:56 AM, said:

View Postashthedragon, on 06 May 2013 - 10:13 AM, said:

include also a direct editor like the old Sonik Sprite, please.

The best I think I would be willing to do is allow for clicking a tile in the sprite, in order to select it for editing... outside of that it feels a tad redundant to have 2 separate places to edit tiles in the same window.


I meant that you could draw over the sprite directly in the editor itself, like Sonik Sprite does. I don't understand what are you trying to say, sorry :( You mean that you can highlight a sprite an capture it to edit it elsewhere ( paint, for example) and then insert it back?


What I meant was, due to how I'm drawing the sprites, and due to the fact that you already have FULL mappings and art editing in the same interface, I won't be implementing a direct editor. As a consolation, I will enable clicking on a tile in the sprite, and having the tile appear in the tile editor. (e.g. Clicking on one of the monitor icons on a monitor sprite will have that tile appear in the tile editor. Any changes made will appear on the sprite in real time.)

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