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Author Topic: [Completed] Tileset Collector/Optimizer  (Read 8792 times)

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Re: Tileset collector/optimizer
« Reply #20 on: May 08, 2009, 08:23:47 am »
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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.
« Last Edit: May 08, 2009, 08:33:31 am by NeoTechni »
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Re: Tileset collector/optimizer
« Reply #21 on: May 08, 2009, 08:38:56 am »
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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
No, but many different version modifications of the file made by many different programmers, with many different coding styles, tends to breed redundent / problematic code.

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I've made a PSP game in C++ before, VB6 is exponentially easier/faster.
Thats not really a "qualification" to debate it, my advice is to use C++ more rather than just throwing it out the window with such a shallow argument.
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Re: Tileset collector/optimizer
« Reply #22 on: May 08, 2009, 08:49:22 am »
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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
« Last Edit: May 08, 2009, 09:02:57 am by NeoTechni »
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Re: Tileset collector/optimizer
« Reply #23 on: May 08, 2009, 09:02:00 am »
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Thats not really a "qualification" to debate it

First hand experience isn't a qualification? :P
One individual project isn't really what I would call a qualification. Really depends on what precisely you did. I generally consider anyone who hasen't used a language for a good few months solid can't really debate its intricacies.

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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.
Not neccesarally true. But I'm not going to debate it.

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Can we get back on topic though? This isn't helping the program
Sorry, when somebody attacks a language I frequently use I tend to defend it.
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Re: Tileset collector/optimizer
« Reply #24 on: May 08, 2009, 09:04:32 am »
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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?
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Re: Tileset collector/optimizer
« Reply #25 on: May 08, 2009, 09:13:01 am »
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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?
Your making a point here. I just can't see it @_@.
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Re: Tileset collector/optimizer
« Reply #26 on: May 08, 2009, 05:52:26 pm »
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No point, that was a joke
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Re: Tileset collector/optimizer
« Reply #27 on: May 09, 2009, 06:02:04 am »
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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
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Mamoruanime

@Mamoruanime
Re: Tileset collector/optimizer
« Reply #28 on: May 09, 2009, 06:34:20 am »
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Very nice improvements so far ^_^

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, but a toggle for that would be more desired), and kinda borking out with it :p
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Re: Tileset collector/optimizer
« Reply #29 on: May 09, 2009, 06:39:04 am »
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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.

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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.
« Last Edit: May 09, 2009, 06:42:15 am by NeoTechni »
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Mamoruanime

@Mamoruanime
Re: Tileset collector/optimizer
« Reply #30 on: May 09, 2009, 06:48:59 am »
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Very nice

You're gunna hate me though XD

It seems odd, but it goes much faster when it checks for flips then it does without flip detection. I don't see how this is possible without there being another error somewhere else in the code D:... It literally slows to a crawl with flip detection off.
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Re: Tileset collector/optimizer
« Reply #31 on: May 09, 2009, 06:51:43 am »
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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.
« Last Edit: May 09, 2009, 06:55:03 am by NeoTechni »
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Mamoruanime

@Mamoruanime
Re: Tileset collector/optimizer
« Reply #32 on: May 09, 2009, 06:55:09 am »
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You would think that with it not going through the trouble of checking for 4 potential variants of itself would be faster than checking itself for duplicates, then checking for 4 variant duplicates though <_<;;

You did say by default it checks for the flipped tile variants, right? (I just wanna make sure I didn't misunderstand D:)
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Re: Tileset collector/optimizer
« Reply #33 on: May 09, 2009, 06:57:06 am »
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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.
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Mamoruanime

@Mamoruanime
Re: Tileset collector/optimizer
« Reply #34 on: May 09, 2009, 06:59:55 am »
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Yeah; I'm just surprised its slower for it to handle 1/4th of the workload with that off than it is with it on D:

It's like if I were to count the number of times "!" is used in this-
!a!inf!ira!i

vs trying to count every time "!" is flipped (which would be the "i")... It would take so much longer to check for the flipped "!" D:
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Re: Tileset collector/optimizer
« Reply #35 on: May 09, 2009, 07:03:50 am »
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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
« Last Edit: May 09, 2009, 07:06:32 am by NeoTechni »
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Mamoruanime

@Mamoruanime
Re: Tileset collector/optimizer
« Reply #36 on: May 09, 2009, 07:05:46 am »
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Odd... :s

For me it runs dog slow with it off. With it on it's quick as lightning :p
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Re: Tileset collector/optimizer
« Reply #37 on: May 09, 2009, 07:07:05 am »
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Did you download a new version after I said I fixed it?

I love being able to upload at a moments notice
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Mamoruanime

@Mamoruanime
Re: Tileset collector/optimizer
« Reply #38 on: May 09, 2009, 07:10:43 am »
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lol lemme check

(it keeps changin~)


-edit-

much better :D
« Last Edit: May 09, 2009, 07:13:19 am by Mamoruanime »
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Re: Tileset collector/optimizer
« Reply #39 on: May 09, 2009, 09:02:30 am »
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I'm glad.

I hope it comes of some use to you guys
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