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CommanderSpleen

Joined: 31 Aug 2003 Posts: 965 Location: The Land of Sparkly Things
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Posted: Tue Aug 24, 2010 1:40 am Post subject: |
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| There's a bug with 1.1. If you disable animation on a tile, it shows up as tile zero in-game. |
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Dr. Kylstein
Joined: 16 Dec 2009 Posts: 117
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Posted: Tue Aug 24, 2010 4:53 pm Post subject: |
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| That shouldn't even be possible for the old system. You must have a patch that's corrupting the animation array. |
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CommanderSpleen

Joined: 31 Aug 2003 Posts: 965 Location: The Land of Sparkly Things
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Posted: Tue Aug 24, 2010 11:53 pm Post subject: |
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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. |
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Dr. Kylstein
Joined: 16 Dec 2009 Posts: 117
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Posted: Wed Aug 25, 2010 11:23 pm Post subject: |
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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! |
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levellass
Joined: 11 Oct 2006 Posts: 2053 Location: Ngaruawahia New Zealand
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Posted: Thu Aug 26, 2010 12:19 am Post subject: |
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| Tileinfo has the same problem when you try to make a new tileinfo, all the animations are set to 0, which ruins the tileset. |
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CommanderSpleen

Joined: 31 Aug 2003 Posts: 965 Location: The Land of Sparkly Things
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Posted: Mon Feb 07, 2011 10:20 am Post subject: |
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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 |
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Dr. Kylstein
Joined: 16 Dec 2009 Posts: 117
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Posted: Mon Feb 07, 2011 10:43 pm Post subject: |
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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[ ) |
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CommanderSpleen

Joined: 31 Aug 2003 Posts: 965 Location: The Land of Sparkly Things
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Posted: Tue Feb 08, 2011 2:11 am Post subject: |
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Ohh, I see. That's probably effective enough.
Haven't heard about the animation editor. Who's making that? |
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Dr. Kylstein
Joined: 16 Dec 2009 Posts: 117
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Posted: Tue Feb 08, 2011 8:59 pm Post subject: |
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| I am, it's a new feature of Tileset Tool. I had intended all along for animation editing to be done graphically. I had announced it and some other new features on IRC a while ago, but progress has been derailed by one or more very complex bugs. |
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CommanderSpleen

Joined: 31 Aug 2003 Posts: 965 Location: The Land of Sparkly Things
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Posted: Thu Feb 24, 2011 9:04 am Post subject: |
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| Also, did I do something weird or is every tile set to Masking behaviour by default instead of Does Nothing? |
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Dr. Kylstein
Joined: 16 Dec 2009 Posts: 117
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Posted: Thu Feb 24, 2011 9:52 pm Post subject: |
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| That was a bug a while ago. It should be fixed in the last version I released. |
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Dr. Kylstein
Joined: 16 Dec 2009 Posts: 117
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Posted: Mon Oct 24, 2011 9:33 pm Post subject: |
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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!) |
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Dr. Kylstein
Joined: 16 Dec 2009 Posts: 117
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Posted: Mon Nov 26, 2012 3:24 am Post subject: |
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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. >:( |
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levellass
Joined: 11 Oct 2006 Posts: 2053 Location: Ngaruawahia New Zealand
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Posted: Tue Nov 27, 2012 7:47 pm Post subject: |
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| Is there any chance we could get a 1 level mod setup for this latest version of the tileset? Just something to show us what to do, what's possible and why our particular setup isn't working? It would be greatly appreciated. |
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Dr. Kylstein
Joined: 16 Dec 2009 Posts: 117
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Posted: Tue Nov 27, 2012 10:37 pm Post subject: |
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| What's not working for you? I had hoped to have my mod completed as the tech demo, but that's not going to happen anytime soon. What would you need in a demo mod? |
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