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Messages - Troy Lundin

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Mapping Tips/Guides / Re: Scene Manipulation and Rendering Tools
« on: August 27, 2012, 09:06:19 pm »
Updated Tagger to Beta 2.

I believe the previous upload had a corrupted file in it. This revision provided the following changes.

Code: [Select]
Beta 2 (27 AUG 2012)
 - Cleaned up various tag properties.
 - Right-clicking a tag will cause the cursor tag to inherit it's properties.
 - Fixed possible issues with canvas grid display.
 - Added 'New' button to the toolbar. Use it to create a new canvas.
 - Various assembly changes.

 Tag Editor
  - Editing multiple tags or styles at once is now possible.
  - Minor QoL editions.

Coming in the next version is a more verbose grouping editor as well as style editor. I KNOW YOU CAN'T WAIT! :D

Mapping Tips/Guides / Re: Scene Manipulation and Rendering Tools
« on: August 26, 2012, 01:34:07 pm »
Tagger updated to Beta 1.

There is a file included in this download named ''. Open that with Tagger to see a demo of the various features available.
Many changes were made. Click the 'Information' button in the upper-right corner of the program to see the changelog.

Mapping Tips/Guides / Re: Scene Manipulation and Rendering Tools
« on: August 25, 2012, 09:00:30 am »
It actually supports transparent backgrounds but the functionality isn't present in the GUI. As for grouping, it's already available. If you set the anchor for the tag it works the same way. Anchoring isn't recursive though. You can see anchoring in action in the video I linked.

Custom fonts is pretty low on my to-do list. I chose the current font because it was fixed-width which made it easier to get the program going. I will support custom font, but it isn't a very high priority. It's funny, though, because the program started out using a variable-width font (FFDOS (FF1)) but I changed it to make progression easier. :D

Mapping Tips/Guides / Re: Scene Manipulation and Rendering Tools
« on: August 23, 2012, 09:22:27 pm »

I present to you, Tagger. I have been fiddling with this program for a bit now and decided I was ready to show off my progress. This is my biggest project to date (I am so bad at programming with graphics) and I am very proud of it.

Tagger allows the creation and edition of image- or text-based tags. Many editing features are in place and finished but I am sure there are some very sneaky bugs in there somewhere.

 - Create and edit text tag properties including: Location, size, margins, anchoring, alignment, fill/border color, border drawing.
 - Line styles may also be edited for text tags.
 - For image tags, only location, anchoring, border color, border drawing and opacity work.
 - Saving/Loading to custom .map files. These files are just basic .zip files. If you try to read the files inside your mind will implode. YOU HAVE BEEN WARNED!
 - Supports exporting to an image file.

 - At the moment, only 32 lines are supported per tag. I plan to increase this to ~32,000 in the future.
 - Ionic.Zip.dll is required for operation. It provides compression for loading and saving.

Some hints for use:

 - Shift + Left click to place a tag on the canvas.
 - Shift + Right click to remove a tag.
 - Ctrl (Hold) + Left click to move a tag around the canvas.
 - Double click a tag to open the editor.

I tried to safeguard the controls in the editor so that they disable if they would other cause issues. Some controls don't even work but I haven't cleaned up much. :D

Well done, Maxim. :D

Mapping Tips/Guides / Re: Scene Manipulation and Rendering Tools
« on: June 30, 2012, 01:51:45 pm »
Updated GBA Blending Emulator to Revision 10. Changed the UI a bit and fixed some more positional bugs. Hopefully this will be all of them. I changed how the layers are draw internally so that positional conflicts won't occur. We'll see. :D

Zoom was disabled this build until I can figure how to make it not suck. There is also a bug that can cause the program to crash. Read the changelog for full information.

The next update will contain the ability to add objects to the canvas, such as sprites and what not, and allow all the features available to the layers.

Code: [Select]
Revision 10   30 JUN 2012   [Feature]  Loading a layer no longer automatically resizes the canvas. It was pretty annoying. :D
                            [Fix]      More positional blending bugs squashed! WHY IS IT SO HARD?!
                              ! BUG !  There is a bug with this revision that occurs when the up/down buttons of the
                                       positional controls of the BG layers are held down. You can still change these
                                       values by single-clicking the buttons or entering a value manually.

Maps In Progress / Re: Troy's Junk and Stuff
« on: June 26, 2012, 03:03:49 pm »
I haven't looked over your other maps. I just noticed that the chests were shared and wanted to see how you handled it. I don't remember any chests that are actually empty. If the chest was already open, then it was a shared chest.

I made a list of which bit in memory each chest refers to. There are some bits that I haven't discovered yet, not sure why. I made the listing for the state editor I made. I'll go through it again and see if the missing bits actually refer to anything.

Maps In Progress / Re: Sonic the Hedgehog (GEN) *Redux*
« on: June 26, 2012, 01:36:13 am »
Are the black areas really black in the game or just areas you cannot get to?

Map Requests / Re: Anyone want to help stitch a map together?
« on: June 24, 2012, 05:56:36 pm »
Good luck on this.  I tried the same thing with Divine Divinity and after some calculations I discovered the main map was going to be about 45000 by 45000 pixels.  Not even photoshop can open an image that size on my computer without crashing.

That's ridiculous. If it loads it as a 24-bit bitmap into memory it would require  ~5.7 GB of memory (if my math is correct). Outrageous.

Maps In Progress / Re: Troy's Junk and Stuff
« on: June 21, 2012, 01:15:46 am »
After a major overhaul of my Tagger including many additional QoL features, I present to you: Earthgift Shrine.

Check out that desert. That was fun to do. :D

Map Requests / Re: Anyone want to help stitch a map together?
« on: June 18, 2012, 03:45:33 pm »
Not sure why it wouldn't fit. Only the far left edge was messed up. Good luck with the map.

Maps In Progress / Re: Troy's Junk and Stuff
« on: June 18, 2012, 01:03:47 pm »
This is good possible (I'm only a Human not a Robot. ^^). Have to test it out and if its indeed so, then redo the Map and resubmit it in.

If you can find where treasure is stored in memory, it would be simple to check. All four chests are linked to the same bit.

Using thumbnails, laying them horizontally, putting them in a zip folder. That could all save space. :D

Good job on the project.

Map Requests / Re: Anyone want to help stitch a map together?
« on: June 17, 2012, 05:29:11 pm »
The filesize limit for the forums is 1024KB. I uploaded it to my MediaFire account. No idea why Imgur converted it to a jpg. I didn't even notice it.

Maps In Progress / Re: Troy's Junk and Stuff
« on: June 17, 2012, 03:39:01 pm »
While doing the Mount Gulg map, I discovered the greatness that is shared chests. Some chests in this game are linked, meaning if you open one chest all the linked chests will also open. If you ever cam across an empty chest, this is the reason.

Now, when I discovered this I went and checked out Paco's maps for the original FF1 to make sure I wasn't going crazy. Paco's map for Gurgu Volcano has shared chests marked with the same number, but then I noticed three empty chests on B5. Now, I'm not positive if the shared chests in the original FF1 appear open or if you open them and they are empty. Those three empty chests on B5 are actually linked with another chest on B4. The shared item is a Gold Needle (Pure in original?).

Paco, you marked them as empty. Could this be a mistake?

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