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Post by lordxernom on Jul 11, 2016 20:47:42 GMT -5
I forgot to add something - samples should be in OGG format in 90 kbps or less rate, .xm would had less large size.
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Post by ahnafabdullah27 on Jul 13, 2016 8:36:31 GMT -5
How is that even possible? The PK2 Game Engine itself uses the HouseMarque sound system (tracker music), so the level editor supporting .mp3 would make the game crash anyway. You can have mp3-like music via tracker music, but files are too large. You can try split song into samples, but it's hard work and I'm not sure that file will be less large. Can you actually teach me how to do that? I'll try making PK2 levels on several wave format musics, cause I dunno how to make tracker music, too complicated .-. I think PK2 can handle big music files
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Post by lordxernom on Jul 13, 2016 12:28:29 GMT -5
You can have mp3-like music via tracker music, but files are too large. You can try split song into samples, but it's hard work and I'm not sure that file will be less large. Can you actually teach me how to do that? I'll try making PK2 levels on several wave format musics, cause I dunno how to make tracker music, too complicated .-. I think PK2 can handle big music files Yeah, but you really want to have 50 MB or more .xm file per level? Also .wav format is larger, .OGG is better and it should be on 90 kbps or less rate. About splitting songs into samples I recommended programs like Audacity, FL Studio etc. You must pay attention to tempo and pattern they are correct or not.
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Post by The Evil One on Jul 15, 2016 12:21:37 GMT -5
Just to clear things up, there is no way you could have a sound file with the original quality without compression in very little space. If you try to somehow "convert" a regular sound file into a tracker module, you will end up with a file at least as big as the original.
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Post by ahnafabdullah27 on Jul 16, 2016 10:22:57 GMT -5
Just to clear things up, there is no way you could have a sound file with the original quality without compression in very little space. If you try to somehow "convert" a regular sound file into a tracker module, you will end up with a file of at least as big as the original. I know that lol, I explained it myself to someone on this forum ._. I just can't find any other way lol,
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Post by lordxernom on Jul 16, 2016 14:05:12 GMT -5
Just to clear things up, there is no way you could have a sound file with the original quality without compression in very little space. If you try to somehow "convert" a regular sound file into a tracker module, you will end up with a file of at least as big as the original. I know that lol, I explained it myself to someone on this forum ._. I just can't find any other way lol, We have two ways to have mp3-like music in .xm format. First is convert mp3 into ogg. Put that ogg as a sample, create samples and here we go, music in mp3 format! But wait... This file has 50 MB?! What The hell?! And here's second solution put that OGG into Audacity program or other to edit audio. Cut the entire audio into samples like this 1:00 song = 0:05 sample = 10 samples to use. Rate - 90 kbps or less. Format - OGG, avoid WAV for all cost!
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Post by ahnafabdullah27 on Jul 29, 2016 0:48:35 GMT -5
I know that lol, I explained it myself to someone on this forum ._. I just can't find any other way lol, We have two ways to have mp3-like music in .xm format. First is convert mp3 into ogg. Put that ogg as a sample, create samples and here we go, music in mp3 format! But wait... This file has 50 MB?! What The hell?! And here's second solution put that OGG into Audacity program or other to edit audio. Cut the entire audio into samples like this 1:00 song = 0:05 sample = 10 samples to use. Rate - 90 kbps or less. Format - OGG, avoid WAV for all cost! Thanks! Why should you avoide WAV, btw?
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Post by lordxernom on Jul 29, 2016 7:12:50 GMT -5
We have two ways to have mp3-like music in .xm format. First is convert mp3 into ogg. Put that ogg as a sample, create samples and here we go, music in mp3 format! But wait... This file has 50 MB?! What The hell?! And here's second solution put that OGG into Audacity program or other to edit audio. Cut the entire audio into samples like this 1:00 song = 0:05 sample = 10 samples to use. Rate - 90 kbps or less. Format - OGG, avoid WAV for all cost! Thanks! Why should you avoide WAV, btw? Because WAV is a lot larger than OGG and .xm will be a lot larger.
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Post by LRRRRRGGGRDNNNR on Aug 13, 2016 6:42:04 GMT -5
Any news about this?
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Post by RavMahov on Aug 15, 2016 10:15:00 GMT -5
The project is on hold, due to "life". Design considerations are still getting established (since almost all of you got the purpose of it wrong . As you could see from the screenshots, both levels, sprites and palette are loaded correctly, but color variants require special handling (they're viewed as regular ones). All vanilla assets are loaded from assets dir, but custom ones (that is, the ones not existing on the server) need a way to be put in by the user (probably a small drag'n'drop place, as in Palette Helper Tool). The thing also needs to know which ones failed to load, and prompt user to provide one (or maybe select some default, "fallback" sprite instead if the user does not have the sprite ready/at hand). Comment below if you have any tool ideas, except of tile-picker and randomizer.
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Post by Digi_056 on Aug 15, 2016 10:42:26 GMT -5
Would it be possible to use multiple tilesets? Also how about a way to change the size of the area that is visible.
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Post by RavMahov on Aug 15, 2016 15:18:09 GMT -5
I need to maintain a list of the things that can't be solved just by the level editor, and these are: - more audio formats - multiple tilesets - bigger maps
About bigger view area, it depends on the browser window size and zoom. Mind that the more tiles appear on the screen, the more power is required to handle it (and optimization might be either trivial, hard or impossible).
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Post by LRRRRRGGGRDNNNR on Aug 15, 2016 22:26:05 GMT -5
My ideas: -Copy and paste also the sprites. It may be useful when you want to move the entire level. -Previewing music. For newbies that doesn't know the titles of the musics. -Fix the bug with the "delete all sprites". When you delete all the sprites in the level, the editor still knows their old position, and if you will load a new sprite it spawns where the previous sprite was supposed to be. -Fix the bug with the "delete unused sprites". When you remove the unused sprites and you load another sprite, the first sprite listed is substituted by the new one. -Change the dimensions of the windows. Yeah, if you find to big or to small a window you just have to resize it like a normal window of... Windows. This is useful when you load the background bush that is larger than the sprite's window. What do you think 'bout my ideas?
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Post by lordxernom on Aug 16, 2016 3:50:51 GMT -5
Sprite Editor in your level editor as a part of this program.
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Post by RavMahov on Aug 18, 2016 12:05:37 GMT -5
Remember that since the "editor" is running in browser, there are certain limitations, and with them, special design considerations to be thought about. Mostly that the file access is limited, and (AFAIK) you can't just point the web application to a local directory and expect it to work like a normal app (thought I might be wrong on that one since HTML5 specification constantly changes and is being extended). Additionally, the "editor" is meant as a means for you to mess with level creation wherever you are as long as you have a PC with web browser (don't expect mobile support in near future). My ideas: -Copy and paste also the sprites. It may be useful when you want to move the entire level. -Previewing music. For newbies that doesn't know the titles of the musics. -Fix the bug with the "delete all sprites". When you delete all the sprites in the level, the editor still knows their old position, and if you will load a new sprite it spawns where the previous sprite was supposed to be. -Fix the bug with the "delete unused sprites". When you remove the unused sprites and you load another sprite, the first sprite listed is substituted by the new one. -Change the dimensions of the windows. Yeah, if you find to big or to small a window you just have to resize it like a normal window of... Windows. This is useful when you load the background bush that is larger than the sprite's window. What do you think 'bout my ideas? -copy/paste will (if at all) come later, but if you need to move the entire level, it could be exposed as an additional functionality, thought not right now. Let's focus on basic functionality of the level editor (like opening, editing and saving level) -I've managed to run music modules in browser using some JS library, but I don't think it's worth it to load it just to preview, especially that, unless they're using built-in music, it won't give too much of a value. -since (I think) the level editor stores each layer a as an array of bytes (0-255), sounds as if the references to Sprites are not updated once you delete one of the sprites from the list. The bug with "delete all sprites" is stupid, because to fix it, the sprite layer array would just need to be cleared. -same with "delete unused sprites", but instead of clearing the whole sprite layer array, you need to re-order the used sprite indices. That requires a bit of additional work, and certainly isn't too optimal. Here comes my question: Does removing of a single sprite from the (middle) of the sprite list updates the sprite layer correctly? -changing window dimensions (and apparently zoom) works, because it's provided by the browser. Minimap could still be handy. Pretty much every decision above might be changed later. For now let's focus on the basic functionality. Sprite Editor in your level editor as a part of this program. Woah, that's pretty much different tool, and it was also created by dmit, and seems to work properly. Just for reference, why would you need it to be recoded? Palette support/live preview? Anyway, don't expect it until the editor will be in shape, and probably not as an internal part of it.
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