Tileset Tool - The V2 Tileset Editor (Updated 2012-12-29)
- CommanderSpleen
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- CommanderSpleen
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Nope, I just took out everything except the tileinfo patch and the symptom persists.
Found the problem: the program is setting the animation property to zero when disabling animation, where the game expects 1 for a single-frame animation. The zero setting makes it just draw the first tile in the tileset.
Found the problem: the program is setting the animation property to zero when disabling animation, where the game expects 1 for a single-frame animation. The zero setting makes it just draw the first tile in the tileset.
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Oh. I didn't know that wasn't the way it worked.
Edit:
try this. I'm going to try to make 0.1.x obsolete as soon as I can. That codebase is becoming foreign to me!
Edit:
try this. I'm going to try to make 0.1.x obsolete as soon as I can. That codebase is becoming foreign to me!
- CommanderSpleen
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So I'm finally using the new version with the Vorticons Extended patch, and have a feature request.
It's overly complicated to set an animation sequence in a way that you can use any of its tiles as the starting tile (i.e. to reduce repetition as is often done with backgrounds).
Well, it's not terribly complicated to apply it to one... but if you have, for example, a heap of four-tile animations that need 0,1,2,3 / 0,1,2,-1 / 0,1,-2,-1 / 0,-3,-2,-1 as their animation properties, this is tiresome. And then oscillations... :000
At the very least a way to copy/paste animation would be pretty coolgut. An option to apply the full set at once > all
It's overly complicated to set an animation sequence in a way that you can use any of its tiles as the starting tile (i.e. to reduce repetition as is often done with backgrounds).
Well, it's not terribly complicated to apply it to one... but if you have, for example, a heap of four-tile animations that need 0,1,2,3 / 0,1,2,-1 / 0,1,-2,-1 / 0,-3,-2,-1 as their animation properties, this is tiresome. And then oscillations... :000
At the very least a way to copy/paste animation would be pretty coolgut. An option to apply the full set at once > all
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Have you tried the shift and rotate buttons? They aren't very intuitive, but they were meant as a stop-gap for this sort of thing. Shift subtracts one from the frame indexes, and rotate moves the first frame to the last and the other frames move over accordingly. (I hope I remembered that right. The new animation editor was supposed to have replaced it already. x[ )
- CommanderSpleen
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- CommanderSpleen
- Posts: 1017
- Joined: Sun Aug 31, 2003 12:11 pm
- Location: The Land of Sparkly Things
- Contact:
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- Posts: 120
- Joined: Wed Dec 16, 2009 5:20 pm
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Bump!
I haven't left for good, I just ran out of steam for a while. I've just uploaded the latest experimental version to github. It has major changes from the last release, but it may be quite buggy. I would appreciate it if somebody would build it and let me know if it's not hopelessly broken! It's also officially open source now, so hopefully it will be less dependent on my continued interest in the future. (No I'm not leaving yet, don't worry!)
I haven't left for good, I just ran out of steam for a while. I've just uploaded the latest experimental version to github. It has major changes from the last release, but it may be quite buggy. I would appreciate it if somebody would build it and let me know if it's not hopelessly broken! It's also officially open source now, so hopefully it will be less dependent on my continued interest in the future. (No I'm not leaving yet, don't worry!)
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I've finally gotten around to cross-compiling some copies of the git version. It includes support for a new version of the palette patch with per-tileset palettes and color-cycling in addition to the fading and custom darkness from my earlier version. You can find the new patch here.
Cross-compiling has gotten better since the last release, but it's still a pain to setup. >:(
Cross-compiling has gotten better since the last release, but it's still a pain to setup. >:(
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