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Posted: Fri Jul 29, 2016 8:48 am
by Nisaba
there is an update available: version 2.8.5

Fleexy uploaded it over here:
Abiathar via Dropbox

Alternative link:
Abiathar via Amazon S3 Cloud

Posted: Sun Jul 31, 2016 5:21 am
by levellass
Interesting, what are the changes in this version?

Posted: Sun Jul 31, 2016 7:21 am
by Nisaba
Abiathar 2.8.5 Improvements:
Fleexy wrote:The conveyor tile properties (both directions, plus a weird jiggling effect) now appear for all Galaxy episodes because they work in all episodes! Even existing dependency files will get the new properties magically upgraded in.

The number format settings are now respected by all tools. Before, the Tile Property Modifier and Level Inspector (among others) would always show coordinates in decimal even when you had chosen such numbers to show in hex, but that's fixed now.

A weird glitch in the Tile Instance Remapper involving (0, 0) as a selection corner was fixed.

The Tile Property Modifier now lets you right-click a tile to set the current tile's animation link to it and then select the new tile, for ease of making loops. If you hold Shift while right-clicking, it will only create the link without selecting anything else.

The current dependency file's name now shows in the title bar of the main window.

A couple new methods and a new event bus appeared in the extension API. Most notably, extensions can now test for the presence of other extensions and then communicate with those other extensions using the new "measurement" system.

The UNLZEXE program is now downloaded on demand instead of coming packed in the Abiathar executable. That shaves off a full megabyte.

[...]
Those are the new features, but I'd like to remind everyone of the mini-palettes that were introduced in v2.4. You can press Alt+Up and Alt+Down followed by a numeric keypad digit to store or get (respectively) a tile in your mini-palette for the most recently active plane. It's a pretty neat feature, in my opinion.

Re: [v2.8.2] Abiathar: the superior Keen Galaxy editor

Posted: Tue Jan 10, 2017 3:18 am
by Nisaba
@Fleexy
can you please update the first post of this thread. the download link seems to be outdated (v2.8.2).

Re: [v2.8.6] Abiathar: the superior Keen Galaxy editor

Posted: Sat Feb 11, 2017 9:34 pm
by Fleexy
Initial post updated, thanks for the reminder. Enjoy the update!

Re: [v2.8.8] Abiathar: the superior Keen Galaxy editor

Posted: Sun Apr 16, 2017 5:28 am
by levellass
I have been building a tall level and have come across a limitation in Galaxy. Levels that are taller than 200 tiles trigger the 'map to tall' crash. This can be patched, and I have done so, but rows 200-204 of such a level behave oddly and shouldn't have the player pass through them.

This is in addition to the errors that can occur when a level is wider than 240 tiles.

Re: [v2.8.8] Abiathar: the superior Keen Galaxy editor

Posted: Wed Apr 19, 2017 11:43 am
by levellass
I have come across another issue. If levels are smaller than 14 tiles in width or height then only Keen will spawn, no other enemies. This probably deserves a warning of some sort. (Yes it's possible to stumble across a level that thin.)

Re: [v2.8.8] Abiathar: the superior Keen Galaxy editor

Posted: Wed Apr 19, 2017 12:59 pm
by Fleexy
Thanks for the notes! It looks like there are already warnings for these things in the Level Inspector, though the threshold numbers are less extreme, so you get a warning slightly before it becomes a problem. Let me know if the warnings aren't firing when they should.

Re: [v2.8.8] Abiathar: the superior Keen Galaxy editor

Posted: Sat Apr 22, 2017 4:46 am
by levellass
Nifty-fifty.

I have a real hodgepodge of different Abithar versions all over my computer so it looks like the one i was using didn't have those warnings yet.

Interestingly one of my levels is now 240 tiles high, I found a way to 'block' the troublesome area. (I've been looking into adjusting the game's errors so that impossible things can be allowed.)

Re: [v2.8.8] Abiathar: the superior Keen Galaxy editor

Posted: Sun Jun 04, 2017 6:31 am
by levellass
Okay again. So it seems the largest level plane size is $7FFF bytes (Or, for realistically proportioned, no-error levels, $7FFB bytes.) Anything above this causes problems when the game tries to read the level. (And yes, I have made a level this size, the largest possible level the game can handle.)

Re: [v2.8.8] Abiathar: the superior Keen Galaxy editor

Posted: Sun Jun 04, 2017 4:16 pm
by Fleexy
Thanks for the note! Is that Carmack'd, RLEW'd, or decompressed size? If it's decompressed, I can easily change the Level Inspector's error threshold, otherwise things will get tricky.

Re: [v2.8.8] Abiathar: the superior Keen Galaxy editor

Posted: Mon Jun 05, 2017 2:32 am
by levellass
Decompressed size of a single plane. The largest sensible level is 201x163 tiles in size for reference.