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Post by Mop on Nov 19, 2011 12:46:08 GMT -5
This is a really buggy preliminary release and is intended only to give you something to play around with and bugtest for now, until I get some real functionality working -- it is NOT for doing any serious editing. Read the release notes before running!! Additional issues and suggestions can be posted in the appropriate board. Those running x64 - you may need to swap fmod64.dll in for fmod.dll before it will run. Edit: Oh, you'll also need the .NET runtimes, v 3.5 or above. See www.microsoft.com/download/en/details.aspx?id=21Attachments:
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Post by enixd on Nov 19, 2011 14:44:21 GMT -5
Thanks for the release Mop. I looked at it a bit, couldn't edit anything so I don't know how creating a custom map would go. That being said, here are some of my impressions and questions: 1. Have a separate window that displays each layer objects and sprites. That way we can cycle easily to find what we need. (I guess you probably planned to have this in later releases) 2. Have a small window for events for each map-this way they're easily accessible and easy to keep track of. 3. Maybe have a window showing how each map connects to another-maybe be able to keep them in a group and have it be an area. 4. Have a Dialogue window- I noticed you have the dialogue and events in the same window-is there any way to separate them into two windows, or if not, have it be separated by line(something more recognizable). Questions: Can collision be changed? Will we be able to clear the whole game?
That's what I thought of first. I don't how much of this you had planned, and/or how much of it can be realized, but I figure that when editing a map, you want to have everything easily accessible. Sort of like Gimp.
PS: I used the Fusoya SOM VWF IPS patch, and the editor opens the game up with no problem.
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Post by Mop on Nov 19, 2011 15:20:31 GMT -5
Maps are edited by modifying "map pieces" that are placed together to make a map. If you rightclick on the composite maps you can switch to the piece editor.
Separate windows may be an option in the future. For now to browse things I have a lot of "rightclick on this to find this" type of stuff.
Dialogue and events are one combined entity in SOM. Separating them might be tricky.
Collision types for each tile will be modifiable. The definition for what each collision type does will not -- at least not without some serious hacks.
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Post by enixd on Nov 19, 2011 17:07:34 GMT -5
Why can't we edit everything in the composite window, or do you have that planned for a later release? Also, I couldn't figure out how to delete a tile I placed-or how to go back.
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Post by Mop on Nov 19, 2011 17:28:45 GMT -5
Layers can be stacked on top of each other in the composite window--editing directly might be tricky unless you made everything invisible except what you're editing. The easiest way to edit a map piece right now is to rightclick it and pick edit from the dropdown. Flip back to the Composite Maps screen and you should see any change you made reflected in the map you were looking at. Go back? You mean undo? I suppose I could add an undo buffer. Also, minimizing the window crashes. Don't minimize yet.
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Post by enixd on Nov 19, 2011 17:58:20 GMT -5
Layers can be stacked on top of each other in the composite window--editing directly might be tricky unless you made everything invisible except what you're editing. D That's what I was thinking off, have one window but switch between the different layers. Also, I didn't see text for the NPC's. Do they have a different dialogue box?
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Post by Mop on Nov 19, 2011 18:08:15 GMT -5
NPC objects are linked to a specific event that executes when you talk to them. That event may contain dialogue. The processing of that stuff is still in progress.
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Enker
New Member
Posts: 6
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Post by Enker on Nov 19, 2011 18:47:52 GMT -5
About the only thing I could think of to immediately improve would be having it up a map piece with, say, the values from the map you arrived from filling the editor in. That and the crash on minimize dealie ;P Adding, say, a foreground and background piece seems to work just fine (although I have not tried saving and reloading a project for that). And need to figure out why event 3FF doesn't show up correctly (damn boundary cases!).
Idly, enixd, have you done much with 65816 ASM?
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Post by Mop on Nov 19, 2011 19:36:25 GMT -5
Going to put out an 0101 shortly. It fixes the minimize issue, allows you to load roms without FMOD present (and disables playback), and turns off debug logging.
Edit: Also, I'm going to put out a separate post for the FMOD DLLs, and not include them with the binary from now on.
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Post by Mop on Nov 19, 2011 20:02:09 GMT -5
Also - composite map data doesn't save yet. Working on that next.
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Post by enixd on Nov 20, 2011 13:53:17 GMT -5
Idly, enixd, have you done much with 65816 ASM? Sadly enker, I am not a programmer. (Wish I was though, I would have attempted to create an SOE editor.) The reason I mentioned asm hacks is that I used some when I made my Lunar Magic Hack. SMC community has developed a substantial knowledge in relation to hacking snes. You can find a lot of stuff there. I picked up the lingo, so to say, and because I follow the development of couple of other editors-one for Yoshi's Island, the other SMB-All Stars-similar concepts always pop up in discussion. I figure I can help by testing the SOM editor and giving feedback. ;D
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