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PostPosted: Thu Dec 24, 2015 8:36 pm 
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I finally finish first release by the end of this year:
Check it out here : http://retrodaddy.itch.io/nigo-chr

Attachment:
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Update07:version 0.2
1.Love2D Engine change from 0.92 to 0.10.0, so if you using .love you need to install Love2D 0.10.0.
2.Import tile set when drag and drop a .png file in.
3.Fix some bugs about pixel selection.
Still there are some small problems that I did't fixed, But since I will be busy next two weeks, so I want to release version 0.2 for people to testing import function.

Update06:version 0.1d
1.Export map now use the bounds of the non-empty screens.
2.Add usage infomation to every tools.

Update05:version 0.1c​
1.Fix the bug: right click on color palette change all color 0 when color1 is active.
2.Added an option to disable pixel grid drawing.

Update04:version 0.1b Add function to export entire map to one png file.

Update03:​version 0.1a
1.Now works on low desktop resolution, minimum windows size change to 950x500.
2.Add exoprt function to export map screen to png image file.
3.Some UI fix.

Update02:Added a video showcase rom hacking:https://youtu.be/VgymiIaJ_J0

Update01:Added .love file, which means that once you get Love2D(0.9.2 for NiGo-CHR v0.1) framework working, it will run on win,linux,mac!

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NiGo-CHR : a pixel/level edit tool for FC/NES developmet :http://retrodaddy.itch.io/nigo-chr ---------- Website:http://retrodaddy.itch.io/ or http://retro77daddy.tumblr.com/


Last edited by retrodaddy on Mon Jan 25, 2016 9:14 am, edited 9 times in total.

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PostPosted: Thu Dec 24, 2015 8:52 pm 
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No Linux version? Meh.


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PostPosted: Thu Dec 24, 2015 9:16 pm 
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I'm on Windows Vista 32 bit. I run it, it the process closes without opening a window. (It doesnt crash, it just appears and disappears from the process list).

There's no readme to instruct me if I need to open it with a .CHR file or whatever.

So... what does this offer over other things, and how does one actually use it? Write some documentation, especially if you'd like to eventually charge for it. Putting it in my game's folder is pretty vague. What exactly is it looking for there?

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PostPosted: Thu Dec 24, 2015 9:36 pm 
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Kasumi wrote:
I'm on Windows Vista 32 bit. I run it, it the process closes without opening a window. (It doesnt crash, it just appears and disappears from the process list).

There's no readme to instruct me if I need to open it with a .CHR file or whatever.

So... what does this offer over other things, and how does one actually use it? Write some documentation, especially if you'd like to eventually charge for it. Putting it in my game's folder is pretty vague. What exactly is it looking for there?


Ok, run it in command line to see if there is any output.
Problem is I can not test under windows vista here...
Some requirement:
windows size: 1024x900
System that support SDL2, actually I using Love2D framework.
Modern hardware should run it...

Sorry for lack of infomation, will put more later.

Ok, now I add .love file, which means that once you get Love2D framework working, it will run on win,linux,mac!

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NiGo-CHR : a pixel/level edit tool for FC/NES developmet :http://retrodaddy.itch.io/nigo-chr ---------- Website:http://retrodaddy.itch.io/ or http://retro77daddy.tumblr.com/


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PostPosted: Thu Dec 24, 2015 9:54 pm 
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Mmm... apparently at least part of it is that my PC was set to 16bit color at the time. (Don't ask.) For the record, no output was given in the commandline.

But upon switching my color to 32 bit, I get Error: shaders/init.lua:3: Sorry, your graphics card does not support shaders.

So I guess I'm out of this on this computer. I've got a 1920x1080 monitor and have developed SDL2 apps myself on this computer, so Love2D not supporting my computer (or vice versa) is the "problem". Not that you should consider it a problem, this is a fairly old computer. (2008? 2009?)

I tried it on a newer computer (sadly not my main work computer), and it actually looks super cool. I'll probably post some feedback after I've had a chance to really mess with it.

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PostPosted: Fri Dec 25, 2015 3:30 am 
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Update02:Added a video showcase rom hacking:https://youtu.be/VgymiIaJ_J0

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NiGo-CHR : a pixel/level edit tool for FC/NES developmet :http://retrodaddy.itch.io/nigo-chr ---------- Website:http://retrodaddy.itch.io/ or http://retro77daddy.tumblr.com/


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PostPosted: Fri Dec 25, 2015 8:46 am 
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Location: NE Indiana, USA (NTSC)
retrodaddy wrote:
windows size: 1024x900

There's a problem. This laptop's display is 1024x600 pixels.


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PostPosted: Fri Dec 25, 2015 10:45 am 
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That's a problem for most modern laptops, which are 1366x768.


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PostPosted: Sun Dec 27, 2015 1:56 am 
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Really eager to try this out. It looks like it has features I've been wishing for.

Quick note, it doesn't run for me on Mac OS X on the newest version of Love2D (0.10). I had to download 0.9.2 and it loaded fine.


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PostPosted: Sun Dec 27, 2015 2:27 am 
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darryl.revok wrote:
Really eager to try this out. It looks like it has features I've been wishing for.

Quick note, it doesn't run for me on Mac OS X on the newest version of Love2D (0.10). I had to download 0.9.2 and it loaded fine.


Oh~yes,I forgot to mention that it work's on Love2D 0.9.2, 0.1.0 just come out, I didn't test it yet, it has a lots of improvement and I need to change some code later.

tepples wrote:
retrodaddy wrote:
windows size: 1024x900

There's a problem. This laptop's display is 1024x600 pixels.

tokumaru wrote:
That's a problem for most modern laptops, which are 1366x768.


I will fix this, I think I will rearrange windows when the resulation is low, and need some button or to hide windows.

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NiGo-CHR : a pixel/level edit tool for FC/NES developmet :http://retrodaddy.itch.io/nigo-chr ---------- Website:http://retrodaddy.itch.io/ or http://retro77daddy.tumblr.com/


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PostPosted: Wed Dec 30, 2015 12:58 pm 
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This is pretty awesome.
The sparse matrix of screens is exactly what I was wanting (even started on it myself).

Not a hacker, just a pixeler so:
Is there anyway to import tiles from a PNG or other regular image format?
Is there anyway to export the entire map as a PNG or other regular image format?


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PostPosted: Wed Dec 30, 2015 6:46 pm 
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surt wrote:
This is pretty awesome.
The sparse matrix of screens is exactly what I was wanting (even started on it myself).

Not a hacker, just a pixeler so:
Is there anyway to import tiles from a PNG or other regular image format?


For import from image file, I need some advice, it's ok to read from PNG file, but how to map true color to 4 index color? Or we pre-process image to 4 index color then import?
Or if you guys have any idea, you can post here.

surt wrote:
Is there anyway to export the entire map as a PNG or other regular image format?


Ok, this is feature request is easy to do, I think I can make a feature that export each exist screen to png images. And it will be in next version.(I hope soon)

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NiGo-CHR : a pixel/level edit tool for FC/NES developmet :http://retrodaddy.itch.io/nigo-chr ---------- Website:http://retrodaddy.itch.io/ or http://retro77daddy.tumblr.com/


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PostPosted: Wed Dec 30, 2015 7:11 pm 
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Quote:
Or we pre-process image to 4 index color then import?


Personally, I don't see a problem with requiring the user to input a 4-color index file.

It would be nice though if it can support up to 13 colors and auto-populate palettes accordingly. Is that wishful thinking?

Quote:
For import from image file, I need some advice, it's ok to read from PNG file, but how to map true color to 4 index color?


Converting a full color image to usable NES graphics seems like a completely different beast, especially when you consider the palette limitations and tile limitations to make something that can actually display on NES.

I wouldn't consider that functionality really a part of tile editing and map making.

I think Retro Graphics Toolkit can do that but the program has always confused me.


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PostPosted: Wed Dec 30, 2015 7:56 pm 
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darryl.revok wrote:
Converting a full color image to usable NES graphics seems like a completely different beast, especially when you consider the palette limitations and tile limitations to make something that can actually display on NES.

I wouldn't consider that functionality really a part of tile editing and map making.

I think Retro Graphics Toolkit can do that but the program has always confused me.

My "savtool" program can map a 256x240 PNG to an NES palette, provided that you specify the palette as a 32-hex-digit string on the command line. It converts the image using all four subpalettes and then takes the best result for each 16x16 pixel chunk.


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PostPosted: Thu Dec 31, 2015 6:43 am 
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Final Update This Year!

Update03:​version 0.1a
1.Now works on low desktop resolution, minimum windows size change to 950x500.
2.Add exoprt function to export map screen to png image file.
3.Some UI fix.

Happy new year everyone!

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NiGo-CHR : a pixel/level edit tool for FC/NES developmet :http://retrodaddy.itch.io/nigo-chr ---------- Website:http://retrodaddy.itch.io/ or http://retro77daddy.tumblr.com/


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