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 Post subject: Paint Editor - Project
PostPosted: Sat Feb 11, 2012 8:22 pm 
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Well, this is not ANOTHER project, I'm still working on Machina Engine. Actually this project is inside the Machina Engine.
It is an embedded paint editor. But I'm building an separated version first, and when finsished, I will put here for download.

[Character Maker 1999 Screenshot]

[Machina Engine - Paint Editor Screenshot 1]

[Machina Engine - Paint Editor Screenshot 2]

About the Paint Editor, it is like "Character Maker 1999", a very good and old editor, but with some implementations like transparency and a non-limited palette to 256 colors.

Have a nice day, 8) !

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PostPosted: Sat Feb 11, 2012 8:56 pm 
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i was about to make a sprite editor too.
i found aseprite though and its so gorgeous :D

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PostPosted: Sun Feb 12, 2012 3:02 am 
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NEW SCREENS:
[Machina Engine - Paint Editor Screenshot 3]

[Machina Engine - Paint Editor Screenshot 4]

[Machina Engine - Paint Editor Screenshot 5]


UPDATE: Well, FOR NOW the program can open and save files( *.bmp and *.png ), and the select tool is working. Now, the next step is to make the editing tools.

[DOWNLOAD]Don't expect too much. I don't know if it will work on someone else's computer. If not, then it is the lack of any DLL. Let me know.

By the way, this program is using the same interface I'm using for Machina Engine.

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PostPosted: Sun Feb 12, 2012 8:17 am 
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Now, it can load palettes:

[Machina Engine - Paint Editor Screenshot 6]


That T-Rex is my pixelart, it is on PixelJoint :yeah... promoting myself.

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PostPosted: Sun Feb 12, 2012 8:18 am 
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Cool stuff. Is this C# based?

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PostPosted: Sun Feb 12, 2012 8:19 am 
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Codehead wrote:
Cool stuff. Is this C# based?


Nope. I'm using Delphi 2009.

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PostPosted: Sun Feb 12, 2012 11:48 am 
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thats some sweet rex :D

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PostPosted: Mon Feb 13, 2012 7:42 am 
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FINALLY!!! After the death of so many neurons, finally I got how to correctly manipulate palettes. It's working for BMP. I presume that is the same way for PNG.

:spin
[Machina Engine - Paint Editor Screenshot 7]

The interface has changed a bit. So... the next step is the editing tools. After finish the common tools, I will make a researh at the GIMP, and see what is relevant to include in the paint editor.

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PostPosted: Mon Feb 13, 2012 6:07 pm 
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Nice work, I haven't seen much Delphi stuff around recently.


My last attempt at a palette editor was in 1998:

Image

Looking through the code, I'm amazed I managed to get it working at all. It's in C (Borland) but a good chunk of it is inline assembler. :confused

Of course, a 256 colour DOS display is not the best for this. The GUI shares the palette you're editing.

Image

I had a nightmare finding this old gem. I can't believe I've still got code from 14 years ago, even if it was on a CD at the bottom of my spare bits drawer.

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PostPosted: Mon Feb 13, 2012 7:07 pm 
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Codehead wrote:
I had a nightmare finding this old gem. I can't believe I've still got code from 14 years ago, even if it was on a CD at the bottom of my spare bits drawer.


I've never thrown away any of my old programs. Some things have been lost due to hardware failures, but the vast majority I have backed up on CDs. Even the first bits of programming I did on my Spectrum when I was about 5-6 years old (which are stored on audio cassettes) I have loaded into sound recorder and converted to .tzx files, so they can be run in spectaculator. :)

It's a nice feeling to still have some of the things I made when I was that young. :)

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PostPosted: Mon Feb 13, 2012 7:17 pm 
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I don't care about much of the older code i wrote, except if it was reusable.
One thing i am sad about are the first couple of chiptunes i wrote. I'd gladly be able to listen to them if they just haven't died with a hdd failure :(

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PostPosted: Mon Feb 13, 2012 7:17 pm 
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I wish I had my old ZX81 and speccy code. :(
I'd love to revisit my old Amiga AMOS stuff again too, that was a great little coding setup.
I have some of my Lightwave models from the Amiga days, but that's about it.

Anyway, sorry for thread-jacking Felipe. :O

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PostPosted: Mon Feb 13, 2012 8:24 pm 
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wzl wrote:
One thing i am sad about are the first couple of chiptunes i wrote. I'd gladly be able to listen to them if they just haven't died with a hdd failure :(


I have my first tracker module... About a year ago I discovered that it has more patterns than are included in the tune, some of which are nursery rhymes. I must have used that one module to experiment with lots of different things. :)

FelipeFS wrote:
Well, this is not ANOTHER project, I'm still working on Machina Engine. Actually this project is inside the Machina Engine. It is an embedded paint editor.


I've considered doing something similar for one of my projects... but I'm unsure whether I really need to.

These kind of editors were first used in game engines like SEUCK. It was useful to have embedded editors in those days because the operating systems were not multitasking. It would have been tedious using a standalone program, something along these lines...

I want to tweak this sprite, so... save game project -> exit the game editor -> (swap disks) -> load a paint program -> (swap disks) -> load a sprite file -> edit it -> save it -> exit paint program -> (swap disks) -> load game editor -> (swap disks) -> load game project -> import sprite file.

So embedded editors were a big help.


But nowadays, with multitasking OSs, we don't need to use embedded sprite editors ~ we would probably be better off with standalone sprite editing applications, that we can have running alongside the game editor. While I could endeavor to make one of those, I have to ask myself why would a person use my sprite editor, instead of one of the existing paint programs, that would probably do a better job than anything I can put together?

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Last edited by Jasmine on Mon Feb 13, 2012 9:41 pm, edited 1 time in total.

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PostPosted: Mon Feb 13, 2012 9:11 pm 
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Jasmine wrote:
But nowadays, with multitasking OSs, we don't need to use embedded sprite editors ~ we would probably be better off with standalone sprite editing applications, that we can have running alongside the game editor. So then I ask myself why would a person use my sprite editor, instead of one of the existing paint programs, that would probably do a better job than anything I can put together?

That pretty much nails it for me. An embedded sprite editor, while a cool feature, is just that -- a cool feature. Most people will use whatever tool to which they are already accustomed. If one doesn't have a 'preferred' tool, an embedded tool can be pretty handy... but other than that, you shouldn't try to compete with a full-featured graphic editor (such as The GIMP). The focus (IMO) on an embedded graphic editor would be intuitiveness (i.e. make it easy to use above all else) and features specific to the environment in which the tool is used (a sprite animation "preview" pane would be an *awesome* feature for such a thing).

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PostPosted: Mon Feb 13, 2012 9:25 pm 
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Quote:
But nowadays, with multitasking OSs, we don't need to use embedded sprite editors ~ we would probably be better off with standalone sprite editing applications, that we can have running alongside the game editor. So then I ask myself why would a person use my sprite editor, instead of one of the existing paint programs, that would probably do a better job than anything I can put together?

This ^^

But despite that, I applaud Felipe's determination to make a fully featured game engine with on-the-fly sprite editing. If I'd already imported my sprites, worked with them for a while, then decided i wanted to alter one slightly, an embedded solution would certainly appeal to me.. rather than deleting, re-rendering, re-importing.. etc.

I say keep it up!

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PostPosted: Mon Feb 13, 2012 9:32 pm 
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It's good to produce new editing tools.

But when we're talking about a graphics editor that's being made as part of a game engine... well, the graphics editor is not the focus of the project. So the chances are it's not going to have a lot of love put into it, and not be as great as existing tools.

As an example: When you last bought a scanner, the chances are it came with a free graphics tool specifically made for cropping and editing the images that come from the scanner. How do you feel about such software? Is it a pleasure to use? ;)

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PostPosted: Mon Feb 13, 2012 10:18 pm 
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First of all, thank you, guys!

Codehead wrote:
My last attempt at a palette editor was in 1998

:eek It is amazing the fact you still have the code! I've lost many good codes (codes with more than 20,000 lines) for not making backups frequently. Once traumatized, I learned my lesson. Oh- and this palette editor is beautiful!


Jasmine wrote:
But nowadays, with multitasking OSs, we don't need to use embedded sprite editors ~ we would probably be better off with standalone sprite editing applications, that we can have running alongside the game editor. While I could endeavor to make one of those, I have to ask myself why would a person use my sprite editor, instead of one of the existing paint programs, that would probably do a better job than anything I can put together?

I will keep all this in mind, thanks! And your point is right :yeah . For example, Game Maker has its own paint editor, and it sucks. The first thing that came in mind for my editor was that it should be good as... and I thought about Character Maker 1999. It is a pretty nice editor, but with some limitations, so I decided that my editor must be like CM1999 plus the features from others modern editors.

Thank you all for the support!

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Last edited by FelipeFS on Mon Feb 13, 2012 10:29 pm, edited 1 time in total.

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PostPosted: Mon Feb 13, 2012 10:27 pm 
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By the way, am I the only one non-composer here?! :lol

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PostPosted: Tue Feb 14, 2012 2:46 am 
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FelipeFS wrote:
By the way, am I the only one non-composer here?! :lol

Musically speaking?

I don't know if you could call any of us composers, but I'm sure a good few of us have at some point composed. ;)

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PostPosted: Tue Feb 14, 2012 3:08 am 
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FelipeFS wrote:
By the way, am I the only one non-composer here?! :lol

Heh, NO. ;)
I have about as much musical talent as a llama banging on a piano.


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