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Forums > CSDb Entries > Release id #83726 : Tilemap Editor alpha 0.1
2009-10-23 18:41

Registered: Sep 2008
Posts: 46
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

Registered: Mar 2007
Posts: 57
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

Registered: Dec 2001
Posts: 952
Have you looked at http://mapeditor.org/ ?
2009-10-24 09:24

Registered: Sep 2008
Posts: 46
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

Registered: Sep 2008
Posts: 46
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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