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Messages - NeoTechni

Pages: [1] 2
1
Other Projects / Re: Tileset collector/optimizer
« on: May 15, 2009, 05:56:19 pm »
Thanks, much appreciated

2
Other Projects / Re: Tileset collector/optimizer
« on: May 15, 2009, 05:54:48 am »
Fixed

3
Other Projects / Re: Tileset collector/optimizer
« on: May 13, 2009, 01:09:53 am »
Post the pic plz, ill fix it when i get home

4
Other Projects / Re: Tileset collector/optimizer
« on: May 09, 2009, 06:28:50 pm »
Minor change:
Before when you selected a group of unaligned tiles that were smaller than the tilesize, it automatically added to the height/width to force it to align to the tilesize grid.

I added the option to change the alignment, so it can align up/left/right or down now

5
Other Projects / Re: Tileset collector/optimizer
« on: May 09, 2009, 09:02:30 am »
I'm glad.

I hope it comes of some use to you guys

6
Other Projects / Re: Tileset collector/optimizer
« on: May 09, 2009, 07:07:05 am »
Did you download a new version after I said I fixed it?

I love being able to upload at a moments notice

7
Other Projects / Re: Tileset collector/optimizer
« on: May 09, 2009, 07:03:50 am »
Correction:

Time taken (Flip detection on): 22.0908203125 seconds
Time taken (Flip detection off): 1.8251953125 seconds

Hmm... At that big of a difference maybe I should leave it off by default

8
Other Projects / Re: Tileset collector/optimizer
« on: May 09, 2009, 06:57:06 am »
You did say by default it checks for the flipped tile variants, right? (I just wanna make sure I didn't misunderstand D:)

Yeah, the default leaves flip detection on. You have to disable it in the edit menu if you want it off.

9
Other Projects / Re: Tileset collector/optimizer
« on: May 09, 2009, 06:51:43 am »
That's because now it's searching through more tiles.
Each flipped tile is another 1 to tilesize*tilesize pixels it has to search through
It shouldn't slow down too much unless you have a bunch of flipped tiles though.

*Checks* You're right, since it's exiting code prematurely, it's bypassing an optimization I made. Nice catch

EDIT: Fixed. Now it goes 4 times faster with flip detection off.

10
Other Projects / Re: Tileset collector/optimizer
« on: May 09, 2009, 06:39:04 am »
I found another bug (this is what I do XD sorry).

Load the attached tileset, and go through and collect tiles. In the optimized tileset, start placing tiles.

You'll notice that the deeper green grass corner tiles conflict with one another. The upper-left corner is treated the same as the lower-right corner, so you can't place them both on the same optimized sheet. The image algorithm is picking up flipped tiles as repeated tiles (which normally I'd agree with), and kinda borking out with it :p

Ah, that's not a bug. It's intended.

Quote
but a toggle for that would be more desired

Then it shall be done. Give me a few minutes and I'll add an option

EDIT: Done. I added an option under Edit to disable to flip detection.

11
Other Projects / Re: Tileset collector/optimizer
« on: May 09, 2009, 06:02:04 am »
Uploaded a new version that lets you align tilesets to a grid if they haven't been.

Steps to get into this mode:
Load a picture
Set the tilesize
Select the 'Select transparency color' tool
Click on a pixel with the transparency color
You don't have to select the transparency color if it is the same color as the top left pixel of the picture

How to use this mode:
Select the 'Create Regions' tool
Click and drag to select the group of tiles you wish to move
Make sure you don't catch other tiles in the region square or they'll be cut apart

If you do accidentally catch other tiles that aren't part of the ones you want to move:
Select the 'Delete Regions' tool
Click on the region you made, it will be deleted

Select the 'Cut Regions' Tool
Click on the picture where you want to paste the cut regions
You can drag it around, as it won't be pasted until you actually click the 'Paste Regions' tool

Once you are done, you are free to click "Collect Tiles"

A "Stop Collecting" button has been added in case you wish to abort

12
Other Projects / Re: Tileset collector/optimizer
« on: May 08, 2009, 05:52:26 pm »
No point, that was a joke

13
Other Projects / Re: Tileset collector/optimizer
« on: May 08, 2009, 09:04:32 am »
Sorry, when somebody attacks a language I frequently use I tend to defend it.

Ancient Hyrulian sucks. Honestly, I had to beat Wind Waker before it would translate and it didn't even make the game harder?

14
Other Projects / Re: Tileset collector/optimizer
« on: May 08, 2009, 08:49:22 am »
Thats not really a "qualification" to debate it

First hand experience isn't a qualification? :P

my advice is to use C++ more rather than just throwing it out the window with such a shallow argument.

I don't think VB being exponentially easier/faster is a shallow reason. I have little spare time. This program would have taken many times longer to do in C. And it would have been a lot harder to make all the changes I've done after the fact.

Can we get back on topic though? This isn't helping the program



Uploaded a new version using the simulated scaling method I mentioned.
I'll start work on the last todo list feature in the morning.
They way it'll work is, before you hit collect tileset, you create boxes on the image by dragging areas that currently are not in a box. To move those areas you would drag from inside the boxes. I'll have to add a menu option to unselect the areas

15
Other Projects / Re: Tileset collector/optimizer
« on: May 08, 2009, 08:23:47 am »
If MS can't get it right, what hope do I have?
MS has thousands of coders and billions of lines of code to deal with, you have one coder and a few thousand lines of code. Not really comparable.
I'm sure scaleblt didn't take that much :p

My point remains.

I've made a PSP game in C++ before, VB6 is exponentially easier/faster.




However I think I'll just sample the middle pixel of a tile and use that to represent it in the thumbnail.

16
Other Projects / Re: Tileset collector/optimizer
« on: May 08, 2009, 07:56:57 am »
To do:
-Sampling doubler/whitespace remover
-Reorganize the menu
-Misaligned tileset fixer

Uploaded a new version with the first 2 items done. On to the last one.

The new simple map format is as follows:

Width (in tiles) Height (in tiles) TilesetFilename.BMP
TileGrid (-1 = no tile, otherwise X Y FlipXFlipY where 00=no flip, 10=flipx, 01=flipy, 11=both flipped)

In case anyone ever uses it...

17
Other Projects / Re: Tileset collector/optimizer
« on: May 08, 2009, 07:23:14 am »
I don't think the C family are neccessaraly harder to debug, nor do they have memory leak problems unless your a sloppy coder

I wanted to put a scaled copy of the images in the corner preview thumbnail, but I'm not because Win98's version of stretchblt has a memory leak. Hence they remain white.

If MS can't get it right, what hope do I have?

18
Other Projects / Re: Tileset collector/optimizer
« on: May 08, 2009, 05:20:49 am »
Better than the alternative. I've programmed in C, and it's exponentially harder to debug. Plus even the pros can't deal with memory leaks properly, what hope do I have?

And the same issue would have happened in C. It's how Windows works, not VB.

Which is why it's kind of embarrassing, you'd think I'd have known about it in advance

19
Other Projects / Re: Tileset collector/optimizer
« on: May 08, 2009, 05:09:37 am »
Fixed.

The problem: Since I added the ability to load and add to an existing tileset, I had to record the source hdc of the tile in the info.

The hdc changes everytime I cleared the picturebox to redraw which tiles were used.

Annoying.

20
Other Projects / Re: Tileset collector/optimizer
« on: May 07, 2009, 11:42:07 pm »
That's rather infuriating. I'm almost home, I'll have it fixed in a few hours

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