Got my new sprite editor running well. Way better than my old processing of carefully (manually) placed folders and text files with a command line script to compile them into a sprite. It’s tuned to my style of editing (lots of keyboard shortcuts) so many people probably wouldn’t like it, but I’m able to work in it very quickly.
Quick Features List:
Export all animations in file to a bitmap sprite sheet
Undo/Redo Buffers
Copy/Paste
Mirroring image Horizontally/Vertically
Flood filling/erasing
Color picker
Line tool
The save format and sprite sizing is pretty specific to the new version of my 2d game engine in the works, but the sprite sheet export should make it easy to use to create animations for other games.
Here’s the download for anyone who wants to play with it SpriteEditor (64 bit linux binary, sorry, no windows binary at the moment, it’s a pure wxwidgets app though so it really just needs to be re-compiled!)
Ok, well, Friday night through mid day saturday i was playing soul cradle, until i got to a really hard part and took a break for a while. I fired up R-Type Final and decided to see if i could FINALLY beat a few levels on “R-Typer” mode. Took me a while but after i got back into the swing of things i managed to clear levels 1 and 2 on that mode, level 1 perfectly with no missed shots, no lost lives
This gave me a cool idea for a UT2k4 weapon. (more…)
A few of my older maps, falling down is pretty fun, as is stairway to heaven, but orbital chaos never worked very well. There’s one more notable one but I’ve lost my master copy, I’ll have to download it myself at some point. If you want to play that one head over to rosebum.com and hop on the invasion server, the map’s name is StadiumInferno and it contains the only (as far as i’m aware) working shrink ray in ut2k4.
I’ve completely perfected the use of zone warps in this one, the cube itself is composed of 8 main “rooms” and a central chamber that houses some weapons and powerups. each of the 8 “rooms” has 6 branches off the core, up,down,north,south,east,west, and each takes you to another one of the 8 “rooms”, but once you go through one you can’t necessarily turn around and go back, walk through one, turn around, and the room behind you may not be the one you entered from. It’s balanced on both sides, the rooms connect in the same order and crossover perfectly, you can do the same pattern on either side to get to any particular room, and it’s fairly easy to get between bases, I made it so half of the rooms have an exit that goes to either red or blue base. Nowhere is safe in this map, an attack can come from any direction, as it’s not linear.
An interesting level I created to test out a few new toys, not recommended for playing online. Includes moving flags, a button to flood the room with lava, and more.