So, um, yeah... announcing my sonic game Really it's just a tech demo now...
#49
Posted 27 February 2007 - 05:44 AM
So I've been rewriting my sprite editor from scratch, and at the same time trying out a new gui that I've been working on.

My new sprite editor is loads faster than before, and far more functional (the last was completely command line based, and very hard to used). This is a combination of a gui and a command line.
Each window has it's own command line built into it, and different commands do different things depending on where you type them.
For example, typing save into the console builds an entire sprite, while typing save in the palette window saves a complete palette, and typing save into the palette option window saves a partial palette. Typing help in any window automatically displays a list of commands for that window.
At the same time, object are also clickable. For example, you can click the "Sprite" button in the Palette window to display the Sprite palette, and then you can click any color which pops up and the palette options window will display that color, it's index color (it's the number in between the [ and ]), and the current R, G, and B. You can click the little arrows next to the RGB values to increase or decrease the RGB, or you can type "R 123" in the palette options command line to change the currently selected color's red value to 123.
it's a pretty neat system I've come up with.
Also, Dami - sorry I haven't got in touch with you. I've been dealing with a family crisis and I've been in houston for the past few days without internet. I should be free this weekend and we can finally talk, if you don't mind.
My new sprite editor is loads faster than before, and far more functional (the last was completely command line based, and very hard to used). This is a combination of a gui and a command line.
Each window has it's own command line built into it, and different commands do different things depending on where you type them.
For example, typing save into the console builds an entire sprite, while typing save in the palette window saves a complete palette, and typing save into the palette option window saves a partial palette. Typing help in any window automatically displays a list of commands for that window.
At the same time, object are also clickable. For example, you can click the "Sprite" button in the Palette window to display the Sprite palette, and then you can click any color which pops up and the palette options window will display that color, it's index color (it's the number in between the [ and ]), and the current R, G, and B. You can click the little arrows next to the RGB values to increase or decrease the RGB, or you can type "R 123" in the palette options command line to change the currently selected color's red value to 123.
it's a pretty neat system I've come up with.
Also, Dami - sorry I haven't got in touch with you. I've been dealing with a family crisis and I've been in houston for the past few days without internet. I should be free this weekend and we can finally talk, if you don't mind.
#50
Posted 12 April 2007 - 05:39 AM
RISE FROM YOUR GRAVE!!
I come bearing presents.
I'm releasing a working beta version of my Hedgehog Image editing program. GRAB IT HERE
Right now it's pretty useless to everyone because I haven't released my actual engine, and it's no where near a quality that I'd like the final to be at, but it's still pretty functional, albeit incomplete. What's really neat about it, is that it's actually written using a beta version of the HedgehogEngine that it's supposed to help create.
Right now, you can grab it and just play around with it. Simply take it, extract it, and place some images in the folder you extract to. Be sure to read the README and remember that typing "HELP ME" on any command line will reveal it's commands.
Also, tell me if you spot bugs that aren't listed in the README.
oh, and screenshots:

Loading an image of sonic 3's title screen

manually editing the palette and seeing the effect on the title screen

load another image's palette and display the result when the image is displayed while still mapped to the old palette

Load a different image (sonic's animations) and their palette

load Sonic 3's title screen again, this time with it attempting to color match using Sonic's Animation's Palette (and succeeding!)
I come bearing presents.
I'm releasing a working beta version of my Hedgehog Image editing program. GRAB IT HERE
Right now it's pretty useless to everyone because I haven't released my actual engine, and it's no where near a quality that I'd like the final to be at, but it's still pretty functional, albeit incomplete. What's really neat about it, is that it's actually written using a beta version of the HedgehogEngine that it's supposed to help create.
Right now, you can grab it and just play around with it. Simply take it, extract it, and place some images in the folder you extract to. Be sure to read the README and remember that typing "HELP ME" on any command line will reveal it's commands.
Also, tell me if you spot bugs that aren't listed in the README.
oh, and screenshots:

Loading an image of sonic 3's title screen

manually editing the palette and seeing the effect on the title screen

load another image's palette and display the result when the image is displayed while still mapped to the old palette

Load a different image (sonic's animations) and their palette

load Sonic 3's title screen again, this time with it attempting to color match using Sonic's Animation's Palette (and succeeding!)
#51
Posted 09 June 2007 - 01:09 AM
Just to show I haven't died:
This post has been edited by Cooljerk: 09 June 2007 - 01:10 AM
#52
Posted 19 June 2007 - 06:05 AM

New update. It's really coming along now... I can load an entire sprite sheet, then crop out individual frames of animation. And I can edit the graphics in real time.
#53
Posted 19 June 2007 - 03:58 PM
Looks very handy to use. And cool too.
This post has been edited by Sith: 19 June 2007 - 03:59 PM
#54
Posted 22 June 2007 - 02:59 AM
Cooljerk, out of curiousity, how did you manage to get your "color match" feature working? I've been trying to write a small plug-in that would take existing images and turn them into Genesis-palette images, complete with three palette line output.
#55
Posted 29 June 2007 - 04:53 AM
Scarred Sun, on Jun 21 2007, 11:59 PM, said:
Cooljerk, out of curiousity, how did you manage to get your "color match" feature working? I've been trying to write a small plug-in that would take existing images and turn them into Genesis-palette images, complete with three palette line output.
I'm sitting here at work, so I don't have the source code with me, but what I did first was determined what kind of color the origin color was. Was it a light color or dark color? I examined the 3 values for RGB and determined that if 2 out of the 3 were over 50% of 255, then it was a lighter color, otherwise it was a darker color. Then I determined what the base color was from actual RGB values. I.E. is there more red than anything else? If it was a light color, then I figured the lowest value was the most important color to examine. If it was a dark color, then the highest value was the most important color. I.E. if a color was [255, 255, 34] then the 34 value is what is most important in determining what color I should use.
once I had a color selected, I'd go through the palette and find the closest matches for that color. Then, out of those matches, I'd find the closest colors for the next most important color. Then, out of those matches, I'd find the closest match for the least important color.
When I get home I can look at my source and go into more detail about how I did it, but that's the general logic for finding a color approximation.
#56
Posted 02 July 2007 - 06:21 AM
Another day another update. I don't have work today and I didn't yesterday, so I sat around fiddling with my sprite editing program for a while before catching a ball game.

it doesn't look very changed from the above screenshot, but I've changed a lot. For one, now you can set colors to rotate, how fast they'll rotate, and what direction they'll rotate.
it doesn't look very changed from the above screenshot, but I've changed a lot. For one, now you can set colors to rotate, how fast they'll rotate, and what direction they'll rotate.

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