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Samapico

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Everything posted by Samapico

  1. spaces = tile0... scan each line, count the number of tile0 in a row before it hits a tile, multiply/divide by a certain value, round that up, move the tiles after that and start counting again better yet, count the number of tile# there is in a row before it switches tile... that would also stretch walls then do the same thing on the y axis... of course theres no way to make it work perfectly, but it could certainly be done... for example, diagonals would most likely be screwed up... but then you just need to drag another line manually but still, i'd do alot of other things before that
  2. fixed something about that... changed order of things
  3. problem often is that people who know how to use a computer have a little sister or little brother who doesnt really knows how to... so they get crap anyway from these gay free games websites
  4. so it would mostly resize the empty spaces... walls wouldnt have to get thicker
  5. yep.. i noticed them after I was done with it.. didnt want to update it again because I was connected at my home computer with Remote Desktop Connection, and there could have been people wanting to use the computer at home
  6. Not that urgent either
  7. i made some changes on frmGeneral.. make sure u update from the repository i just made it disable most menu items when no map is loaded
  8. yep.. thats why it would be done 'eventually'
  9. yeh... eventually
  10. actually the point is to be able to put any tile possible... not that these tiles matter much, but it could eventually cause compatibility issues... like being unable to switch/replace one of the tile laid with another map editor ... its fixable, but.. the way it is at the moment makes sense to me i'd like if it always displayed the Tile ID in the tooltip text that appears... even for tiles who have a 'special' name like 'Fly under tile' or 'Wormhole' oh, and I just noticed you made the whole last row 'fly under tiles' ... but 3 of them should be 'Fly over tile' the 3 tiles beside the Goal tile are fly over's (173-175 i think) so.. tilenr & ": Fly over tile" (would make more sense to say 'Fly under tile' instead of 'Fly under tiles' too, since you select one tile at a time)
  11. there are a couple of tiles spot not being used on the current tileset's last row... after the eraser ; could use them to correspond to wall-tile set 1, wall-tile set 2, etc...
  12. does anyone actually ever uses radar coordinates? cause... i dont... and if we had made some kind of status bar, or any help ticker text label somewhere, it would have said 'right-click to goto specified tile' when over the radar.. could be in a menu yep.. i guess... 3 radio buttons - Tile - Pixels - Radar coordinates that would change the behaviour of the text boxes to input different type of values... doable.. to check if a given radar coordinate is valid would be really easy since it always has two characters.. mhm !@#$%^&* its 4:00am ... maybe i sshould go to sleep... im playing final fantasy X and I CANT GET OFF IT lol
  13. k .. not that i care much about window styles anyway
  14. the chances that someone writes 2 numbers, than comes back to insert a letter character are small enough same script should be used for frmGoTo textboxs... their lenght should be limited to 4 as well
  15. oh... and lblToA (i think) .caption could be changed from Dist: to Distance: its not like theres not enough space... save as SSME compatible and save minimap menu items should be disabled when no map is active... just made it crash badly
  16. you forgot frmGoTo , har har har
  17. its nice actually
  18. txtstep.selstart = i why did the filesize jump from 700kB to 1.1MB in the last version ô.o
  19. i dont have anything to open the source so... shh it would just need a txtstep.selstart=txtstep.lenght at the end and you compiled it as version 1.1.0.10 , but it should be 1.1.10 (or 1.1.11, to get rid of edits)
  20. heh and as SOS said, the cursor is warped at the beginning of the textbox when entering a character...
  21. we can still do 899 other releases before hitting v2.0 ... and that will probably be when it handles LVZs and when Wall-tiles are made and tested and debugged, we should jump to 1.2 how do you make it so you cant input letters? because there would be a couple of textbox's that could use that... like the goto form
  22. bleh.. make that v1.1.11 I hate edits... they're confusing when it comes to archiving versions afterwards
  23. When I changed them, most of them were normal windows with the minimize / maximize buttons... heh
  24. When switching/replacing tiles, it should be: if then allow whatever else do not allow empty tiles to be replaced by something do not allow empty tiles to be switched with another tile be careful to still make it allow tiles to be replaced with empty tiles end pseudo if Because whenever it fills the map with tiles... your computer dies :/ oh... and you can call Flip H 'Flip horizontally' and Flip H 'Flip vertically' and replace the keyboard shortcuts oh, and I noticed you included the 'draw under' thing with 'paste under' which is good, but the options should be renamed to Normal draw / paste Draw / paste under Transparent paste or something like that
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