NiGo-CHR :a pixel/level edit tool for FC/NES developmet !
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Re: NiGo-CHR :a pixel/level edit tool for FC/NES developmet
For PNG export I meant the entire map (all screens) as a single PNG.
So it's easy to show off your work on the web.
eg. Something like this.
So it's easy to show off your work on the web.
eg. Something like this.
- retrodaddy
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Re: NiGo-CHR :a pixel/level edit tool for FC/NES developmet
Before I was thinking it will be a problem to export a big map.surt wrote:For PNG export I meant the entire map (all screens) as a single PNG.
So it's easy to show off your work on the web.
eg. Something like this.
But now set maximum export size to 32x32 screen = 8192x7680 pixels,it's possible to do that,
So this is a quick update and first update this year:
Update04:version 0.1b Add function to export entire map to one png file.
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/
Re: NiGo-CHR :a pixel/level edit tool for FC/NES developmet
Ideally it would just use the bounds of the non-empty screens rather than a fixed size.
Also would it be possible to add an option to turn off pixel grid when zoomed in.
Is there a reason why changing any colour in palette 0 with right click on global palette also changes background colour?
When selecting, copying and pasting pixels/tiles how do you actually commit it to the map? I can float the selection and position it, but nothing I've tried seems to drop it into the map.
Also would it be possible to add an option to turn off pixel grid when zoomed in.
Is there a reason why changing any colour in palette 0 with right click on global palette also changes background colour?
When selecting, copying and pasting pixels/tiles how do you actually commit it to the map? I can float the selection and position it, but nothing I've tried seems to drop it into the map.
- retrodaddy
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Re: NiGo-CHR :a pixel/level edit tool for FC/NES developmet
Yes that's the way it works now.surt wrote:Ideally it would just use the bounds of the non-empty screens rather than a fixed size.
Will be in version v0.1c.surt wrote:Also would it be possible to add an option to turn off pixel grid when zoomed in.
It's a bug and it has been fixed in version v0.1c.surt wrote:Is there a reason why changing any colour in palette 0 with right click on global palette also changes background colour?
Press 'enter' on keyboard to commit, sorry for lack of manual...surt wrote:When selecting, copying and pasting pixels/tiles how do you actually commit it to the map? I can float the selection and position it, but nothing I've tried seems to drop it into the map.
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/
- retrodaddy
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Re: NiGo-CHR :a pixel/level edit tool for FC/NES developmet
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.
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.
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/
Re: NiGo-CHR :a pixel/level edit tool for FC/NES developmet
Actually it seems the problem is that it always expands the bounds to include screen 0,0 even if it is empty.retrodaddy wrote:Yes that's the way it works now.surt wrote:Ideally it would just use the bounds of the non-empty screens rather than a fixed size.
Tried using in linux but the tiles all just render as solid yellow (screenshot), both in canvas and tileset view.
Same result under native love and running the windows executable version in wine.
Using Xubuntu 15.10 with Radeon 7850 and open source ati driver.
- retrodaddy
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Re: NiGo-CHR :a pixel/level edit tool for FC/NES developmet
Ok, I know what's the problem now and it has been fix in version v0.1dsurt wrote:Actually it seems the problem is that it always expands the bounds to include screen 0,0 even if it is empty.retrodaddy wrote:Yes that's the way it works now.surt wrote:Ideally it would just use the bounds of the non-empty screens rather than a fixed size.
To check this: I've install virtual box on windows 10 and install Xbuntu 15.10 64bit, after choose from different driver, it works,surt wrote:Tried using in linux but the tiles all just render as solid yellow (screenshot), both in canvas and tileset view.
Same result under native love and running the windows executable version in wine.
Using Xubuntu 15.10 with Radeon 7850 and open source ati driver.
So that's I think is video driver problem, NiGo-CHR using canvas and shader, can be problem on some old hardware or some driver....
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/
- retrodaddy
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Re: NiGo-CHR :a pixel/level edit tool for FC/NES developmet
Update06:version 0.1d
1.Export map now use the bounds of the non-empty screens.
2.Add usage infomation to every tools.
1.Export map now use the bounds of the non-empty screens.
2.Add usage infomation to every tools.
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/
- retrodaddy
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Re: NiGo-CHR :a pixel/level edit tool for FC/NES developmet
Verison 0.2 wip, Using it myself:
Now the Love2D engine has change to 0.10.0.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/
Re: NiGo-CHR :a pixel/level edit tool for FC/NES developmet
Any progess on PNG tile import?
The inbuilt pixel editing tools are too limited for me to do any serious pixel work within NiGo-CHR itself, so being able to easily import from a full featured pixel editor is important for me.
Any intention to expand the pixel editing tool set?
I'd be quite content with 2x2 and 4x4 brushes, bitmap brushes, line, axis-aligned rect, axis-aligned ellipse, flood fill (tile bounded, meta-tile bounded and unbounded).
The inbuilt pixel editing tools are too limited for me to do any serious pixel work within NiGo-CHR itself, so being able to easily import from a full featured pixel editor is important for me.
Any intention to expand the pixel editing tool set?
I'd be quite content with 2x2 and 4x4 brushes, bitmap brushes, line, axis-aligned rect, axis-aligned ellipse, flood fill (tile bounded, meta-tile bounded and unbounded).
- retrodaddy
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Re: NiGo-CHR :a pixel/level edit tool for FC/NES developmet
It's a little difficult but I finally get this done today, and it will be in version 0.2.surt wrote:Any progess on PNG tile import?
The inbuilt pixel editing tools are too limited for me to do any serious pixel work within NiGo-CHR itself, so being able to easily import from a full featured pixel editor is important for me.
Import method:
1.Drop a .png file on this program will replace current tileset page.
2.Use png alpha as color 0.
3.Any color not in FC/NES color palette will set as color 1, you need to use standard RGB value of FC/NES color.
4.Only first 3 colors will recognize in every 8x8 area, other colors will treat as color 1.
I had put most of these tools in it before, also before NiGo-CHR I've wrote another pixel editor. But because I feel it's not mature and also , I take them out.surt wrote: Any intention to expand the pixel editing tool set?
I'd be quite content with 2x2 and 4x4 brushes, bitmap brushes, line, axis-aligned rect, axis-aligned ellipse, flood fill (tile bounded, meta-tile bounded and unbounded).
And with my limited pixel art experience, these tools are not 'must have' in small size pixel area...
Anyway I still considering add these function in future version.
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/
Re: NiGo-CHR :a pixel/level edit tool for FC/NES developmet
All screens of a map always uses the same four palettes don't they?
In that case I would think it best to do as NESST does and import/export a 16 colour indexed image with each of the four palettes stored sequentially.
In that case I would think it best to do as NESST does and import/export a 16 colour indexed image with each of the four palettes stored sequentially.
- retrodaddy
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Re: NiGo-CHR :a pixel/level edit tool for FC/NES developmet
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.
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.
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/