|
Post by deta on Oct 6, 2017 13:51:35 GMT -5
Yeah, I'll remove it. For now I recommend using the exe, or not using the program at all. I'm working on version 1.1. This version will have more features and hopefully less bugs! Although I will provide an updated link to the jar file, for anyone not on windows. The editor should work on linux and mac, but I haven't tested it.
|
|
|
Post by deta on Oct 15, 2017 12:30:46 GMT -5
So, I've been working a lot on the next version of PekaED, version 1.1. You can get it here. Although this is just for you guys to get an idea of what I've been working on. Don't use it in production, just yet. (I mean you can, but it still has a bunch of bugs.) I've been also working on a manual (which you can find here), that documents every part of the editor. The most important features in this version include: - Episode management, you can import an existing episode, add a new level to and remove them from your episode. - You can now select multiple tiles form the tileset and level panel. You can copy tiles from the level panel, by selecting multiple tiles.
I will now start working on version 1.2, which will be the release version. Hopefully, all bugs will be fixed and a mini map will be added. This version will be the "official release" of the editor. This version can be used to work on your levels.
Feedback is of course very welcome.
|
|
|
Post by xyard on Oct 15, 2017 17:03:35 GMT -5
This time I was able to download and set the path for it but this thing is laggy as hell. And I have decent specs.
|
|
|
Post by deta on Oct 15, 2017 17:26:27 GMT -5
Yeah, it has nothing to do with your computer. I have the same problem on my computer, even though it runs perfectly fine on my current laptop and my very bad old one. For some reason some PCs don't like the way I draw the background image of the levels. Luckily, I found a fix for that. Here is a fixed version. If that doesn't work, try downloading this zip file. In there you'll find the PekaED jar file and a little batch script, that runs the editor with an extra argument that should fix your problem.
|
|
|
Post by xyard on Oct 16, 2017 7:39:19 GMT -5
Yeah it works. Thanks!
|
|
|
Post by bomberswarm2 on Oct 22, 2017 8:41:11 GMT -5
all my tiles are placed in both the background and foreground
also how do you turn the sprites around?
|
|
|
Post by deta on Oct 22, 2017 9:18:51 GMT -5
If you want to place the tiles on the fore- or background layer you have to select it. Either by pressing the "2" or "3" key on your keyboard or in the toolbar where it says "Layer:". The toolbar and layers are explained in the manual, which you can read by clicking these links. I'm not sure what you mean by turning your sprites around. Do you mean rotating them? I wasn't aware that that was possible in the offical editor, but it's not in this one. Atleast yet.
|
|
|
Post by Worm on Oct 22, 2017 16:18:32 GMT -5
It can't load some maps... Most of the maps i made myself can't be opened by the editor, when i put open level it just lags for a second than nothing happens.
|
|
|
Post by deta on Oct 23, 2017 17:06:46 GMT -5
Indeed. I already responded to you on Github, thanks again for the detailed bug report. These issues are fixed now. Small update on version 1.2, I'm currently working on the minimap. I also came across this post by RavMahov and this is a great feature. This will probably also be in version 1.2.
|
|
|
Post by ahnafabdullah27 on Oct 26, 2017 10:56:24 GMT -5
Indeed. I already responded to you on Github, thanks again for the detailed bug report. These issues are fixed now. Small update on version 1.2, I'm currently working on the minimap. I also came across this post by RavMahov and this is a great feature. This will probably also be in version 1.2. This actually creates a new problem of 'duplicate' sprites that have the same filename but have different graphics/logic, which one to replace? My idea for this was to standardize very commonly used sprites as a 'Classic +' version and make them very available, as well as to encourage episode makers to use other's sprites instead of making one that does the exact same thing but using a different source image.
|
|
|
Post by deta on Oct 26, 2017 12:28:48 GMT -5
Doesn't that problem already exist? If you have a sprite called 'spr_potatoe.spr' and then create you own version of that sprite, for your episode, the user would have to replace the "new" one with the old one.
I don't have a good solution to this problem. Yours is not a bad idea, but what if someone creates an episode without knowing about the Classic + versions? I'd suggest choosing unique file names. For example: "spritename_episode_author.spr", now this is quite verbose but it lowers the conflict of duplicates by quite a bit. This is also just an example, maybe the content creators can think of something better. Unique names should help with that, though.
But to be clear, I really like your idea. Maybe have something like "Mapping starter pack", that contains a bunch of sprites, tilesets, backgrounds and music. Given that the creators give their permission to put them in there. I'd put them on the editors website (which doesn't exist yet) and the manual.
|
|
|
Post by Worm on Oct 26, 2017 13:49:07 GMT -5
[...] This actually creates a new problem of 'duplicate' sprites that have the same filename but have different graphics/logic, which one to replace? My idea for this was to standardize very commonly used sprites as a 'Classic +' version and make them very available, as well as to encourage episode makers to use other's sprites instead of making one that does the exact same thing but using a different source image(AKA Dino Tank). Just make some way that PekaED creates a specific folder("Custom stuff" for example) and uses it to store the non-vanilla assets found in the level/episode in it.
|
|
|
Post by deta on Nov 21, 2017 18:07:09 GMT -5
Development has slowed down quite a bit, but this project is far from being dead! I will release a stable version "soon", and by that I mean I don't know when. But you will be able to do serious work with PekaED! This version will lack some features, that are just nice to have, but not necessary to be productive. I did not keep a changelog, but here are some of the features that this version will have: - A mini map - Correctly colored sprites - Episode management - Playtesting your levels, only with danilolc's port - Support for OGG/MP3 files, again only with danilolc's port - The editor draws the non active layer with less transparency. That way you can see the background layer, when you're working on the foreground - A complete manual, that explains all the features of the editor - Some optimization, it should run a bit better now Also there will probably be tutorial, maybe even contained in the manual. Here is a screenshot of the editor, this is pretty much how it looks currently. Except that the mini map background is a lighter gray now.
|
|
nomll
New Member
Posts: 15
|
Post by nomll on Nov 24, 2017 14:27:36 GMT -5
This editor is already pretty impressive. I'm excited for these cool upcoming features such as quick playtesting.
I think it would be nice to have an option to scroll the level with arrow keys like in the original editor. Also I'm not used to selecting the eraser manually so I instead erase things by selecting a few empty tiles to the brush and then painting.
|
|
|
Post by deta on Nov 25, 2017 7:52:58 GMT -5
You can actually press the 'R' key to select the eraser and then the 'E' key to select the brush, again. Here is a list of shortcuts. Scrolling with the arrow keys should be fairly easy to implement, I can do that. Although, you can also scroll with the mini map, the mouse wheel and sometime in the future by pressing and holding the middle mousebutton or the spacebar, while moving the mouse.
|
|