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SonLVL Level Editor for S1, SCD, S2NA, S2, S3K, SKC, SCDPC - 11/15/2016

#31 User is offline MainMemory 

Posted 10 February 2011 - 12:36 PM

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FraGag suggested I add a new feature that SonED2 doesn't have:

In this screenshot, I've done two edits: filling the waterfall area with the ground chunk, and putting one in the upper right corner. I click on the second item in the menu...

...and both edits are undone.

So basically, it works the same way as every other program.

Still trying to figure out how the tile/block/chunk/palette editor should work as well.

#32 User is offline Alriightyman 

Posted 10 February 2011 - 11:55 PM

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Alright, now that it doesn't crash on me and I can try it, I can say that I do like it so far. There are a few issues that I have bumped into. First, when double clicking to add an object, the window is a little too small. What I mean is I can see the top of two buttons, but I don't know what the say. Making that dialog box resizable would be nice. Also, when placing chunks, the images in the dialog box only show the a single type of background chunk multiple times (I tried it later and it seems to do this randomly. Its only happened on EHZ so far). Also, having it resizable would also be nice.

Maybe it's just like that because it is in beta state.

I really do like it, keep up the excellent work!!
This post has been edited by Alriightyman: 11 February 2011 - 12:03 AM

#33 User is offline MainMemory 

Posted 11 February 2011 - 09:07 AM

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Not seeing the OK and Cancel buttons is probably a bug in WinForms. Either way, I've made the dialog resizable and increased the default size. I also fixed the chunk select images, and that form should already be resizable. Now the only form that isn't resizable is the main form.

#34 User is offline Lapper 

Posted 11 February 2011 - 11:50 AM

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QUOTE (MainMemory @ Feb 11 2011, 02:07 PM)
Now the only form that isn't resizable is the main form.

Why not? Making it resizable would be awesome. Full-Screen Sonic editing is yet to be mastered (I think).

#35 User is offline MainMemory 

Posted 11 February 2011 - 12:24 PM

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Fine. I made it resizable, and added Alt+Enter for fullscreen. Although the bigger you make the window, the more it lags. Maybe if I used Blast Processing...

#36 User is offline MainMemory 

  Posted 12 February 2011 - 04:05 PM

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Beta 2:
  • Added Undo/Redo.
  • Made all forms resizable.
  • Added fullscreen mode.
  • Added copying and pasting of objects.
  • Added object definitions for ARZ and DEZ.
  • Added dropdown menu for object ID editing.


A few minor cosmetic bugs:
Grounders are all upside down.
The Signpost has a pixel-wide gap in the middle.
This post has been edited by MainMemory: 12 February 2011 - 04:07 PM

#37 User is offline Lapper 

Posted 12 February 2011 - 04:12 PM

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Much better.

Suggestion: Add a shortcut for acquiring the tile/object under the mouse, that'd be pretty useful, I've added it into Sonic Maker.

#38 User is offline MainMemory 

Posted 12 February 2011 - 04:16 PM

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If by tile, you mean chunk, then that is done by right-click, as described in readme.txt. As for the object, you could just copy/paste.

#39 User is offline Lapper 

Posted 12 February 2011 - 04:19 PM

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Oh... oh, nice. That's better than what I said. I should read the readme.

#40 User is offline Tets 

Posted 13 February 2011 - 05:50 AM

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Holy crap! A bit rough around the edges, but this is already a decent level editor with some solid ideas behind it. I'm noticing there is little in the way of keyboard shortcuts, but hope that's simply due to the early state of the program.

Between this and the new special stage editor, I almost feel like getting back to hacking. Looking forward to future updates.

#41 User is offline Lapper 

Posted 13 February 2011 - 05:54 AM

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Spelling mistake: Undo>Layout Edit (5 chunkss)

#42 User is offline MainMemory 

Posted 13 February 2011 - 09:36 AM

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QUOTE (Tets @ Feb 13 2011, 04:50 AM)
Holy crap! A bit rough around the edges, but this is already a decent level editor with some solid ideas behind it. I'm noticing there is little in the way of keyboard shortcuts, but hope that's simply due to the early state of the program.

I will add keyboard shortcuts for things that have them in most Windows programs, but I'd rather not add keyboard shortcuts for everything, because then you may as well just use SonED2.

#43 User is offline Lapper 

Posted 13 February 2011 - 09:52 AM

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I thought of something else, how about you use the mouse wheel for scrolling though chunks (as an option)?

#44 User is offline Tets 

Posted 13 February 2011 - 10:06 AM

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QUOTE (MainMemory @ Feb 13 2011, 09:36 AM)
but I'd rather not add keyboard shortcuts for everything, because then you may as well just use SonED2.

I think you're looking at this the wrong way. I already told you I like how this level editor is looking so far. But I also swear by keyboard shortcuts. It's something I picked up in CAD class in high school. If I can easily access as many options as I need to at a moment's notice, I can minimize the time it takes me to complete any given task. If I have to keep sweeping the mouse across the screen to get at menu items or buttons, that's slowing me down. For this purpose, a good productivity tool should generally offer multiple ways to do things.

It goes without saying that this is your program and you're free to develop it the way you want, but if you're going to omit a helpful feature because SonED2 did it, I think that's rather strange. If I may as well use SonED2, why develop this at all? I'm honestly taken aback by your response.
This post has been edited by Tets: 13 February 2011 - 10:17 AM

#45 User is offline MainMemory 

Posted 13 February 2011 - 10:38 AM

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QUOTE (Tets @ Feb 13 2011, 09:06 AM)
If I may as well use SonED2, why develop this at all?

Because I was bored.

I'm not an expert in UI design (in fact, I think all my GUIs are terrible), so I just copied from Visual Studio's designer for object editing, and the layout editing is copied from SonED2. I'm still trying to figure out where exactly I'm going with this, and now that I've put it on the SVN, anybody that knows C# could change it however they want. Not that I'm saying "If you don't like it, make your own". I'm still listening to suggestions.

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