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*waves hand in typical Jedi fashion* You will release the source code.
Please?
Its too messy, lol... Really, it wasnt intended for anyones eyes but my own rofl so its just a mess to look at... that and it uses a very primitive draw method shpTile.Visible = False DoEvents If Button = 1 Then picSelectedTile.Cls shpTile.Left = 120 * CLng(X / 120) shpTile.Top = 120 * CLng(Y / 120) 'BitBlt picSelectedTile.hdc, 0, 0, 16, 16, picMASKS.hdc, (shpTile.Left / 15), (shpTile.Top / 15), vbSrcAnd Dim lBlend As Long Dim bf As BLENDFUNCTION TransparentBlt picSelectedTile.hdc, 0, 0, 32, 32, picTileset.hdc, 48, 0, (shpTile.Width / 15), (shpTile.Height / 15), GetPixel(frmMain.picTileset.hdc, 1, 1) bf.BlendOp = AC_SRC_OVER bf.BlendFlags = 0 bf.SourceConstantAlpha = sliAlpha.value bf.AlphaFormat = AC_SRC_ALPHA CopyMemory lBlend, bf, 4 AlphaBlend picSelectedTile.hdc, 0, 0, 32, 32, picTileset.hdc, (shpTile.Left / 15), (shpTile.Top / 15), (shpTile.Width / 15), (shpTile.Height / 15), lBlend ' TransparentBlt picSelectedTile.hdc, 0, 0, 16, 16, picTileset.hdc, (shpTile.Left / 15), (shpTile.Top / 15), 16, 16, GetPixel(picTileset.hdc, 1, 1) End If
shpTile.Visible = True see? world artist has gml scripts now? but still, it's not really a very userfriendly zelda map maker, or it didnt seem like that exact thing that you're going for last time i check? :S
Gotta make my own not hard, just gotta modify the "Export to C Array" script. On the userfriendly side; its all I need for now to do the external room block tests Perhaps as time progresses I'll finish Octorok, but for now, WA works fine I've got to say, even I'm suprised O_o and I designed WA, its certainly not designed as a zelda-map-maker. It also needs some dire updating (which will happen when Fusion is released (its goner be the next version more or less)).
it does exactly what I need it to; allows me to export using custom methods :p its almost perfect
« Last Edit: November 13, 2007, 10:36:20 am by Mamoruanime »
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