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Release id #83726 : Tilemap Editor alpha 0.1
2009-10-23
18:41
hevosenliha
Registered: Sep 2008
Posts: 48
Release id #83726 : Tilemap Editor alpha 0.1
The filling is not strange at all, as I didn't spend any time on checking if I had to swap the values.
however, the double click thing is strange, anyone else noticed it?
2009-10-24
05:39
Endurion
Registered: Mar 2007
Posts: 72
The new uploaded version is getting way better.
I notice that I can paint now with single click. However it seems if you move the mouse between down and up (even by a pixel) nothing gets painted (is it accidentally entering some kind of drag mode?)
Now I can also paint several chars (this somehow didn't work before or I managed to botch it ;) ).
The "quit" option doesn't close the app.
A few ideas:
Would be great if the whole buffer display on top would update automatically if you change a char.
Not having to click again and again for every pixel but being able to continuously keep the button pressed for painting.
Having the default font preloaded would be a good help for starting out.
Copy/Paste between chars.
2009-10-24
07:16
MagerValp
Registered: Dec 2001
Posts: 1056
Have you looked at
http://mapeditor.org/
?
2009-10-24
09:24
hevosenliha
Registered: Sep 2008
Posts: 48
sure, I've looked at mapeditor, but I wasn't satisfied with that one either.
The idea of "block paint mode" was taken from that.
click-drag to paint will surely come.
I guess I'll add some toolbar to select different drawing modes.
And of course, it SHOULD update the display when a char is changed. However this is my first attempt at using swing, and my first attempt to build a gui in ~15 years or so ;)
(resize the window updates the buffer display)
Preloading the default font is a copyright issue, I guess, my private working copy was doing that...
copy/paste between chars, thanks for the idea!
Many thanks for the great feedback!
2009-10-24
09:34
hevosenliha
Registered: Sep 2008
Posts: 48
I have some more ideas, using an "internal" file format, and being able to export "c64 binary" would make it more flexible.
right now I'm using a byte for every color, that one could easily be packed to one byte for two colors.
using 2x2 meta tiles would reduce data consumption to 1 byte for 4 chars AND color, making up 16 hires and 16 multicolor tiles, with individual color for each 2x2 block.
"<4 nybbles color><4 nybbles tile>"
I don't know if this would be too limiting, perhaps it's more useful in some place, but not in another. At least it reduces memory for a 256x16 chars map from 8k to 2k for a 512x16 chars map. (256x8 tiles instead of 256x16)
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