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Booster's Lab - Beta, Bitches


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#21 18 January 2012 - 04:58 PM

Miles_Valentine Offline
Um... Chosen One? Yeah that'll work. : P
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Sounds awesome Noxid. Cave editor is really good to use, but it's quirks do take some getting used to and it has it's "moments".

The words on my lips though are backwards compatibility. We all know that if you switch between sues and CE that your hack will corrupt, your PC will be formatted and your soul will be consumate by satan given flesh. So yeah i'd really hope that you can transfer a build from sues or CE to this without the mess. Though i'm sure that goes without sayign seeing as you've been using one of thsoe programs with Kings.

#22 18 January 2012 - 05:52 PM

Dunc2403 Online
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Yeah, I was thinking either the checkerboard or a Colour Picker
But not both :sun:


Make it a colour picker, with the checkerboard pickable.
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#23 18 January 2012 - 08:31 PM

Lace Offline
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Why is polish messed up on IPBoard :[
Checkerboarded between two saturations of the same color, and we get to choose the color.
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#24 23 January 2012 - 02:28 AM

Noxid Offline
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Why is polish messed up on IPBoard :[
Checkerboarded between two saturations of the same color, and we get to choose the color.

Huh? Polish looks fine to me...

Sounds awesome Noxid. Cave editor is really good to use, but it's quirks do take some getting used to and it has it's "moments".

The words on my lips though are backwards compatibility. We all know that if you switch between sues and CE that your hack will corrupt, your PC will be formatted and your soul will be consumate by satan given flesh. So yeah i'd really hope that you can transfer a build from sues or CE to this without the mess. Though i'm sure that goes without sayign seeing as you've been using one of thsoe programs with Kings.

Of course, of course. I have to deal with the benefit of knowing about all the issues nontransferability can cause, so I'll do my best to preserve a mod's integrity at all times, no matter the background.

Spoiler


5 bucks to whoever finishes this list

Edited by Noxid, 23 January 2012 - 02:29 AM.

kss-button.png azarashi-button.png mahinbuttongif2.gif balbal-button.png
Userbox-SC16B_Knuckles.png


#25 23 January 2012 - 02:39 AM

GIRakaCHEEZER Offline
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I'd finish it but the list looks like it doesn't belong to Cave Story.

...Bee Boss?
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Spoiler

#26 23 January 2012 - 02:41 AM

Noxid Offline
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It was for my mod, but why waste a perfectly good half-finished resource?

kss-button.png azarashi-button.png mahinbuttongif2.gif balbal-button.png
Userbox-SC16B_Knuckles.png


#27 27 January 2012 - 01:34 PM

andwhyisit Offline
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This is going to be amazing.
Cross-platform CS editor? Yes please. :D

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Spoiler

 


#28 28 January 2012 - 08:35 PM

Noxid Offline
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btw I'm still working on this

Spoiler


The tile type changer has been implemented as a popup window; changes made to tile types are applied instantly. This has caused me to realize I may need a central store for pxa information because right now they're tied per-map so changes to one map don't immediately affect another. I have some architecture setup already for decentralized image resources so I can probably just expand on that.
Loading a map with the thingy will seek for any instances of that map already open, and select that tab if it exists. Otherwise, the newly opened tab becomes the selected tab unlike before.
hovering over a tab name (the short name of a map) will give a tooltip that says the long name of the map.
Merged CE's and my own entity information file and added the ability to display entity's shortname in the box. Names won't display if the scale is too small for it to be readable. Framerects still need to be manually inputted into the list for many entities.
Seperated draw options for entity box, name and sprite.
Refractored a bunch of code because I'm a terrible programmer

and an infinity of more things to do..

e: Okay the tileset background now has a colour chooser AND does that square thingy. Such extravagant luxuries...

Spoiler

Edited by Noxid, 28 January 2012 - 09:27 PM.

kss-button.png azarashi-button.png mahinbuttongif2.gif balbal-button.png
Userbox-SC16B_Knuckles.png


#29 29 January 2012 - 01:38 AM

andwhyisit Offline
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Since a number of tile types look the same and it is hard to remember the behaviour of each type then it may be best to give each type a name. Then when hovering over a tile type in the tile type window it would either bring up a tooltip with the tile type name or have a panel at the bottom of the tile type window that shows the name of the tile type you are hovering over. It's something I always felt was missing from CE.

Edited by andwhyisit, 29 January 2012 - 01:45 AM.

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#30 29 January 2012 - 02:32 AM

Noxid Offline
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So something like this?

Spoiler


Also... I have now implemented shift-drag scrolling.

Edited by Noxid, 29 January 2012 - 03:32 AM.

kss-button.png azarashi-button.png mahinbuttongif2.gif balbal-button.png
Userbox-SC16B_Knuckles.png





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