Piccolo said:
Sure, but to be clear you are referring to a line supposed to be like this :
Code:
know joe data/chars/joe.txt
And you wrote :
Or was it :
I guess the last one, but please confirm.
Correct, it would be
Code:
know joe data/chars/joe.txt
but I instead did
forgetting to specify the name as joe was missing.
As for the shortcuts... honestly man you really have a great program here and I'm not too sure it needs a ton of future features added, particularly because I have yet to run into anything I need it can't do. They way you colorize in the various boxes make things very simple. I think adding custom shortcuts has the potential to be great to cut back on manual box generation and the time it takes to fill in the blanks. Actually on that note there is something I am curious about.
I noticed that with the program, if there is only one bbox offset specified for an attack or movement animation in character.txt...
[Example] offset 32 93
Then it will automatically generate another one for the rest of the sprites. This of course saves time and I think it's actually very useful. Problem is, if you need to adjust it, you have to X it out in the top right corner, and the data gets 0'd out. So then you have to go back to the first sprite tab, write down or try to memorize 5 or 6 coords or dmg specs, then go back and re-fill data.
Is it possible to make it so that clicking X to modify the auto generated bbox data does not zero out values? Also, is it possible to make attack boxes auto generate data like the tool does for bbox data? This would be an amazing shortcut for sprite animation editing! ;D
Bughunt Info:
I would say that depending on the character.txt file loaded and where the bbox coords are specified for animation data, the tool will auto error or sometimes crash. I could assume it's because the coords could be too far out of boundaries, or the the tool isn't a fan of preloading animation data NOT configured by it originally due to some kind of formatting inconsistency somehow. I'm not certain of the technical reason for this, but it's definitely a thing. I usually find myself completely stripping damage data and offsets prior to starting a new character with this tool when generating animation data for new character sprites. A minor quirk, but I still love using this program.
Special Request:
Before I forget Piccolo, I do have a special request for you! And I think this may actually make your program really fun to use, even from a sandbox standpoint. I'll list my request in specific parts below:
1) Would it be possible to allow for the Animation tab to be enabled under the LEVELS tab on the left column?
2) If Animation for Levels is enabled, can we also
auto generate screen coords for monsters by hover our mouse cursor over the level.gif image in the tool? If we're using the character animation editor for example, lots of spare room to display the coords in the bottom right corner.
3) Assuming all of the above was possible, can we then add monster and objects column, where you can specify/select a monster or object by clicking on it from this new column, and drag it onto the level screen, where when you save object on map, it auto generates the data for the level file? This would take ease of level editing to the next level!
That's all I can think of for now. If I have any other suggestions, i'll share if you'd like. Also any time at all I can help you bug hunt or provide info just let me know man. I use your program all the time and so I've definitely become familiar with it.