CaveEditor again (beta, maybe alpha)

Nov 21, 2007 at 12:51 PM
Justin-chan
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Fine fine. Lets stop spamming now. D:
 
Nov 21, 2007 at 8:48 PM
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Fine fine. Lets stop spamming now. D:

The most unused as well as important statement in the forum world. I wish it was used more often on other forums. Agreed.

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Nov 21, 2007 at 9:38 PM
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It only has occurred to me how useful the NPC editor could be... If expanded. Would it be possible in future versions of CaveEditor to be able to add .pbm files to the sprite list, create a new NPC, and draw boxes around sprites to indicate specific animations (Not to mentio eliminate the need to pack sprites so closely together)? Not to mention the ability to determine enemy attack patterns, etc. would also be rather useful. I have two 'practice' mods in development, and I was thinking about creating custom bosses.

Oh, silly me. I'm back, and my interest in Cave Story has been re-newed. Not to mention I've just realized how outdated my sig is. :D
 
Nov 22, 2007 at 4:48 AM
Luls
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=S... Its not so easy to add a "Create new NPC" thingy you know (no offence as I don't know of any other way to put it :D) But I do like your idea.
 
Nov 22, 2007 at 5:05 AM
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Yeah that would rule.
..and solve the misery sprite dilemma for crowned witch. :D
 
Nov 22, 2007 at 6:12 AM
Hoxtilicious
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The sprite dilemma could be already solved with a frame rect editor.
And creating new npcs won't be easy, that's a thing the editor may can edit in the future. As far as I know Wistil will use a script language for npc's then.
 
Nov 22, 2007 at 7:22 AM
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Frame rect editor here we come. :D
 
Nov 22, 2007 at 9:23 AM
Luls
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There is a frame rect editor? WHERE?!

Link pls? If there is one currently o.o
 
Nov 22, 2007 at 12:47 PM
Hoxtilicious
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Metalogz said:
There is a frame rect editor? WHERE?!

Link pls? If there is one currently o.o

Before you cry out for a frame rect editor ask yourself several questions:

- Do you even know what a frame rect is?
- Did someone really said there is one already yet?
- Are you sure that if there is already one, noone has posted the link yet?

The answer to these 3 questions is "No." :D
 
Nov 22, 2007 at 2:39 PM
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The only rects that can be edited right now are the entity hit box rect and entity graphic size rect. I still have to do some digging to get the actual rects inside the pbm files that the npcs are drawn from.

Since the npc.tbl has the size of the rectangle, the only thing that should be in the exe is a single coord per animation frame (probably the upper left corner). But first map adding! :D
 
Nov 22, 2007 at 3:37 PM
Justin-chan
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---
Hi Cronosonic, I remember seeing you post in 'Koom's section on MG last time. =D Glad to see another MG member here.
--
Wistil, please fix the things I said on the previous page as well. Thanks in advance.
 
Nov 22, 2007 at 3:43 PM
Luls
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S. P. Gardebiter said:
Before you cry out for a frame rect editor ask yourself several questions:

- Do you even know what a frame rect is?
- Did someone really said there is one already yet?
- Are you sure that if there is already one, noone has posted the link yet?

The answer to these 3 questions is "No." :D

D: Evil.

But I think I do know what a frame rect is. Its the amount of space you are given to draw a sprite. Something like that =S
 
Nov 22, 2007 at 3:45 PM
Hoxtilicious
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Metalogz said:
But I think I do know what a frame rect is. Its the amount of space you are given to draw a sprite. Something like that =S

My apologizes then XD
 
Nov 22, 2007 at 4:42 PM
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Wistil said:
The only rects that can be edited right now are the entity hit box rect and entity graphic size rect. I still have to do some digging to get the actual rects inside the pbm files that the npcs are drawn from.

Since the npc.tbl has the size of the rectangle, the only thing that should be in the exe is a single coord per animation frame (probably the upper left corner). But first map adding! :D
It seems they (the coordinates and co) are tucked away somewhere in the exe.
You've probably already read these threads where NPC editing is mentioned:

NPCs
Animated effects

Otherwise, have a look.
 
Nov 26, 2007 at 12:35 AM
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Orfvar Stöhtkonung - Thanks for the links. I haven't read either of those in a while and I could use a re-read.

Well It didn't take as long as I thought but it was harder than I was expecting. Resources suck. There must be over 100 offsets I had to change to get everything working correctly. Anyways, details in first post.

Oh an if anyone is curious, I've decided to post some of the "better" code I'm using (in C++). These are the basic structures used to hold and manipulate the various Cave Story files.
link

As always, bug reports and feature requests are welcome.
 
Nov 26, 2007 at 2:27 AM
taifunbrowser
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Is the .pbm editor supposed to crash? (i.e. is it ready?)

(could be because I modded my exe and removed the (C)Pixel req... can you account for that?)

and I'm a bit confused by the gui: whenever I open up the "NPC table editor" it always says Entity 0 at the top, even if I pick one from the map editor and then open it (that works now, cool (before it woudlnt' render any tilesets)) ...

i.e. my eyes are missing where the box is to change the npc #...

*happy to help*
 
Nov 26, 2007 at 2:47 AM
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taifunbrowser said:
Is the .pbm editor supposed to crash? (i.e. is it ready?)
hmmm... I'm not sure why the .pbm editor is crashing as I haven't had that problem. I just made a small change to the file directory code which might work. It shouldn't have anything to do with the (C)Pixel thing...

and I'm a bit confused by the gui: whenever I open up the "NPC table editor" it always says Entity 0 at the top, even if I pick one from the map editor and then open it (that works now, cool (before it woudlnt' render any tilesets)) ...

i.e. my eyes are missing where the box is to change the npc #...

*happy to help*
It's not too obvious but there's a scrollbar on hte right-hand side of the npc.tbl edit window that lets you scroll through the npc types.
 
Nov 26, 2007 at 4:22 AM
Justin-chan
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It is crashing because I think you are trying to edit a 24bmp, which it can't. I told him to fix it 2 times at least in this thread, but I think he missed my post.
 
Nov 26, 2007 at 4:55 AM
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It's on the list. I'm not sure why 24-bit bitmaps are causing problems... :p
 
Nov 26, 2007 at 6:09 AM
Hoxtilicious
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Maybe because they have no palette?
 
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