Page 2 of 2

Posted: 12 Sep 2014, 23:47
by Wohlstand
darkhog wrote:I think you should draw inspiration from RPG Maker. Although, as it name suggests, it is made mostly for RPGs, it has one of best tile-based map/level editors I've encountered.
Do you mean combo-placing? I.e. making a combination of items which you place into the map, this will be useful for world map editing, where a map is a tile-based drawn.

Posted: 30 Sep 2014, 7:50
by Wohlstand
Squishy Rex, In the laboratory available the excitemental themes system. You can take them for test them with your icon theme. In package are examples of themes which you can use to define your.
Switch themes in the "application settings" in the "view" tab.

Posted: 30 Sep 2014, 15:43
by Squishy Rex
Alright, I'll have a look and see how they turn out. I'm just making a few others that were added with the Beta release. Otherwise, all others are ready to go.

Posted: 30 Sep 2014, 15:47
by Wohlstand
Squishy Rex wrote:Alright, I'll have a look and see how they turn out. I'm just making a few others that were added with the Beta release. Otherwise, all others are ready to go.
Also, when you customizing payable character's start point, you can put image of any size and it will be automatically attached to bottom-centet, for cursors same thing, but hot spot will be left-top corner.

Posted: 30 Sep 2014, 16:18
by FanofSMBX
Could you please allow buttons for NPC, block, BGO that same size and not shrunken, like SMBX 1.0 and 1.1?

Posted: 30 Sep 2014, 20:10
by Veudekato
What do you mean? you can use own tileset box with size that you want

Posted: 6 Oct 2014, 13:05
by Squishy Rex
Small update. I've nearly finished all of the SMBXtended/SMBX64 custom icons. I only need to work on the world map icons now. I should have the custom config finished within the next few days. ;-)

Posted: 4 Nov 2014, 7:04
by elitalianoverde
I think seasonal skins would be nice also.

Posted: 4 Nov 2014, 8:54
by Squishy Rex
Like Christmas, Halloween and Easter etc.? I suppose I could make some, though, there's not really much you could customize to look Seasonal themed and have the picture still be clear to read in terms of knowing what each button does. I guess I can see what I come up with, but I doubt it would be much. It's a nice idea though, I'll add it to my small list of custom UI skins. At the moment I'm working on an Angry Birds UI theme, if it turns out any good I'll release it.

Posted: 8 Nov 2014, 8:16
by elitalianoverde
Squishy Rex wrote:Like Christmas, Halloween and Easter etc.? I suppose I could make some, though, there's not really much you could customize to look Seasonal themed and have the picture still be clear to read in terms of knowing what each button does. I guess I can see what I come up with, but I doubt it would be much. It's a nice idea though, I'll add it to my small list of custom UI skins. At the moment I'm working on an Angry Birds UI theme, if it turns out any good I'll release it.
That's a cool idea too, but I meant the whole thing. As in the whole application as in windows, tabs, everything. I got the idea from another application I use.
Example
Image

Posted: 9 Nov 2014, 13:44
by Squishy Rex
Well, that's definitely out of my hands at the moment, if it were something like that. I can't program, so this would be up to Wohlstand, Kevsoft etc.

Also, I see that the program you are using has to do with Yu-Gi-Oh, is it a card maker or something else. I am trying to keep a detailed list of the ones I have collected since 2002 when Yu-Gi-Oh first came out, and with over 3000 different cards, keeping good documentation on all of them is a pain.

Posted: 10 Nov 2014, 2:12
by Wohlstand
Squishy Rex wrote:Well, that's definitely out of my hands at the moment, if it were something like that. I can't program, so this would be up to Wohlstand, Kevsoft etc.

Also, I see that the program you are using has to do with Yu-Gi-Oh, is it a card maker or something else. I am trying to keep a detailed list of the ones I have collected since 2002 when Yu-Gi-Oh first came out, and with over 3000 different cards, keeping good documentation on all of them is a pain.
I will check ables of them and will expand theme.ini, I will add possible to define hot spot of cursor and possible to add other cursors (for placing/drawing modes instead of cross cursor) and other gui features like colors, etc.

Posted: 19 Nov 2014, 22:17
by Wohlstand
Squishy Rex, I just updated theme.ini references with new laboratory update.
Here is:
- new cursors slots (you can redefine almost any default cursor and even hot spot values)
- added flood fill icon for developing flood filling tool

Take updated example:
http://wohlsoft.ru/docs/_files_for_posts/pge_default.zip
and updated reference:
http://help.wohlsoft.ru/customizing/theme.ini.referance.html

Posted: 20 Nov 2014, 0:31
by Squishy Rex
Alright no problem, I'll make the new icons tonight and update the theme pack. Also now that cursors are available to be redefined, I will make a cursor pack out of some custom SMBX cursors made by krazybluemonkey. They are all recolours of the default SMBX cursors mainly, but it should add a bit of variety.

Posted: 26 Nov 2014, 4:24
by Wohlstand
Update again
https://github.com/Wohlhabend-Networks/PlatGEnWohl/commit/c6b290bf19f678e34146441059601d528dae72ee
New theme features:
- "Show properties" icon
- Dummies can be customized without replacing of data/ contents (this folder just removed)

Modified theme with adding of new properties:
http://wohlsoft.ru/docs/_laboratory/Super%20Mario.zip

and references
http://help.wohlsoft.ru/customizing/theme.ini.referance.html

There are world and level file which you can use to test displaying of dummy items:
(I was especially made out of range Item-ID with notepad to force cause appearing of dummy images)
http://wohlsoft.ru/docs/_files_for_posts/dummy_testers.zip

Posted: 26 Nov 2014, 6:21
by Squishy Rex
Alright, I'll have a look at these now.

Also, I fixed the theme ini. file again. The "Locks" for World Map editing weren't able to be customized. I altered their coding in the ini. file from "locked" to "locks" so they can now be customized. I must have missed this eariler, but the next UI update, I'll include the fixed ini. file.

Posted: 28 Nov 2014, 2:37
by Wohlstand
Just added "bookmarks" and "tileset-box" icons into [icons] because I was added buttons for them to the toolbar

Posted: 1 Dec 2014, 9:01
by Squishy Rex
Okay, Ill download the latest update and have a look at those too.

Posted: 14 Dec 2017, 8:45
by hacheipe399
I have an idea for a design. It's about the implementation of the Ribbon UI into the editor (for those who don't know, that's the interface of Microsoft Office apps). For example, this is GDevelop, a program to make cross-platform games:

Image

Can you see it? It looks good.
Now they're working in a simplified GUI for the fifth edition of GDevelop, it's even simplier now. I don't know if our editor can get to this simple, but I find it as a good inspiration.
Image

The current GUI is nice, looks good and is easy to use, but I always wondered how can we make it look more modern.

Posted: 14 Dec 2017, 11:55
by Wohlstand
hacheipe399, I think, it's a good idea as Editor is pending for a complete rework. The editor will be turned into full-featured IDE which will have:
- "projects" to show all levels and scripts of an episode in specific toolbox (and yeah, just now I have got an idea of dealing with config packs - attach a config pack to the project)
- script editor - to edit lua scripts (I'll use QScintilla for this)
- lua debugger - a feature I want to add to allow debug in-game lua scripts with possible support for break points or auto-jump to a code with an error.
- embedded graphical editor - also feature I want to add to design pixel-art toolchain with animation support (split sprite to frames, switching between of frames, animation preview, etc.)

Ribbon is a good feature, yeah, it allows to put much more toolbar features, and I will need to try some experiments with it