Dirbaio |
Posted on 07-25-13, 10:15 pm (rev. 2 by ImageBot on 11-21-16, 02:36 am)
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Super Mario
( ͡° ͜ʖ ͡°) Karma: 10010 Posts: 3542/4457 Since: 06-08-11 |
So I've been porting NSMB Editor to Java since some weeks ago.
Mostly because due to my hate to C# I have a feeling it's killing my motivation to work on NSMBe. And also there's the Mono bugs that never seem to go away. So now NSMBe will work better than ever, and will work well in Linux and Mac For now all the core stuff is ported. What's missing is all the UI stuff. The plan is get everything ported, and then development on the old C# NSMBe will stop forever Screenshot so far: Piranhaplant: don't worry, Java's very very similar to C# In fact, C# is a crappy Java clone made by micro$oft. |
ray |
Posted on 07-25-13, 11:48 pm
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Roy Koopa
Karma: 4011 Posts: 2487/2722 Since: 06-26-11 |
Wow! Amazing
See a lots of creative DS Hacking hereI'm curious: will it ever be made for android? _________________________ If you want to support me, you might check out my Patreon Page : ) |
Arisotura |
Posted on 07-25-13, 11:50 pm
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☭ coffee and cream
Karma: 10415 Posts: 1059/2768 Since: 06-26-11 |
Dirbaio |
Posted on 07-26-13, 12:29 am
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Super Mario
( ͡° ͜ʖ ͡°) Karma: 10010 Posts: 3543/4457 Since: 06-08-11 |
It could be possible, but not easy.
Unfortunately Android Java is very different from Desktop Java. I mean, the language is the same, but not the libraries. Android uses a different UI library than Desktop java. Same for the 2D APIs. So it would require a lot of more porting to get it working on Android |
Ruedajv10 |
Posted on 07-26-13, 03:05 am, deleted by Dirbaio: offtopic
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Freeze |
Posted on 07-26-13, 02:37 pm
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Karma: 3752 Posts: 1911/2112 Since: 06-28-11 |
SaturnYoshi |
Posted on 08-01-13, 01:36 am
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Giant Red Koopa
Karma: 886 Posts: 433/1315 Since: 11-12-12 |
micro$hit sucks.
I only use windows caus' thats what everythings on. wich sucks |
Dirbaio |
Posted on 08-03-13, 01:05 am (rev. 1 by ImageBot on 11-21-16, 02:36 am)
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Super Mario
( ͡° ͜ʖ ͡°) Karma: 10010 Posts: 3579/4457 Since: 06-08-11 |
SaturnYoshi |
Posted on 08-03-13, 01:38 am
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Giant Red Koopa
Karma: 886 Posts: 450/1315 Since: 11-12-12 |
w00t! Looking good so far, keep it up with the port!
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Dirbaio |
Posted on 08-05-13, 11:04 pm
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Super Mario
( ͡° ͜ʖ ͡°) Karma: 10010 Posts: 3591/4457 Since: 06-08-11 |
So I'm now implementing the editing interface in the port.
And I think we need to redesign it. As it is now, it's quite inconsistent and confusing. Lemme explain why: First, for objects and sprites, you can either click an existing one and change its type, or select a type and right-click to "paint" it. This causes one problem: if you select a type to place a new object, but you had one selected, you'd accidentally change its type. And then there's entrances, views, paths. They work differently than objects and sprites. You can create new ones with a *button* and then edit their properties. And there's path editing. It's always been unintuitive. It got better lately with the "+" buttons Piranhaplant added when you click a path node, but it's still weird. And right-clicking when in a tab other than Objects or Sprites creates an object??!?? And there's also the entrances/views/paths lists in their tabs that allow you to select them directly... Are they really necessary? They've been there since forever, but I think they're useless. ... So I'd like some input on this. Tell me what do you think about it, if you feel it's bad or good as it is now, and how could it be improved. I have a possible new design in mind, but I'd first like to see what's your opinion on this. |
ray |
Posted on 08-05-13, 11:10 pm
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Roy Koopa
Karma: 4011 Posts: 2513/2722 Since: 06-26-11 |
Posted by Dirbaio
First, for objects and sprites, you can either click an existing one and change its type, or select a type and right-click to "paint" it. This causes one problem: if you select a type to place a new object, but you had one selected, you'd accidentally change its type. It always annoyed me Posted by Dirbaio
And there's also the entrances/views/paths lists in their tabs that allow you to select them directly... Are they really necessary? They've been there since forever, but I think they're useless. No please don't delete it! It's insanely useful actually. At least I use it often... _________________________ If you want to support me, you might check out my Patreon Page : ) |
Dirbaio |
Posted on 08-05-13, 11:13 pm
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Super Mario
( ͡° ͜ʖ ͡°) Karma: 10010 Posts: 3592/4457 Since: 06-08-11 |
Posted by ray
It always annoyed me LOL yeah I'm looking more for constructive criticism though. How should I redesign the interface so it works better Posted by ray
No please don't delete it! It's insanely useful actually. At least I use it often... Oh okay. If there are people who use it, then I'll leave it in. I just had that impression because I personally never used it |
ray |
Posted on 08-05-13, 11:20 pm
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Roy Koopa
Karma: 4011 Posts: 2514/2722 Since: 06-26-11 |
Yeah I can't give constructive criticism since I'm fine with the current interface
See a lots of creative DS Hacking hereWell there's one thing I would like to see in the editor but I don't know if it belongs to interface: Marking multiple objects with CTRL + Click. I just needed to replace one object ID in my whole level and I had to change it for every object with that ID separately mostly, because there were other objects in the way which didn't let me mark all with the current selecting method. _________________________ If you want to support me, you might check out my Patreon Page : ) |
Dirbaio |
Posted on 08-05-13, 11:33 pm
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Super Mario
( ͡° ͜ʖ ͡°) Karma: 10010 Posts: 3593/4457 Since: 06-08-11 |
Ooh, control+click for multiple select. This is a great thing, I'll definitely implement it.
And yeah, you're fine with the current editor because you're used to it. Same thing for me and everyone else in this forum, probably. What I wanted to point out is that it's quite inconsistent and it can be quite a mess for someone who has never used the editor before... |
Ninjifox |
Posted on 08-05-13, 11:43 pm
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Micro-Goomba
Karma: 572 Posts: 15/19 Since: 06-19-11 |
Why not do something similar to the Reggie interface?
In Reggie... - Object and sprite types are immutable - Everything can be painted by right clicking (except for views, which are not editable through the main window) - Path editing is... OK, it works, but maybe you could come up with something better - Shift+Click is multiple select; Ctrl+Click clones an object - Entrances and Paths are listed in their corresponding tabs in the Palette _________________________ Insert generic signature here |
Dirbaio |
Posted on 08-06-13, 12:04 am
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Super Mario
( ͡° ͜ʖ ͡°) Karma: 10010 Posts: 3594/4457 Since: 06-08-11 |
Thanks Treeki
I actually thought a lot about Reggie when thinking about it. But: - Object and sprite types are immutable ... I'm not sure if I quite like that. Maybe you'd have to change the sprite type but keep its settings? Or change the object type in lots of objects... - Everything can be painted by right clicking (except for views, which are not editable through the main window) That's coool. I'm looking to have something like that. - Path editing is... OK, it works, but maybe you could come up with something better How does it work? (Sorry, I don't have NSMBW and reggie here right now, and internet is crap) - Shift+Click is multiple select; Ctrl+Click clones an object That's nice I'd rather make Control+Click multiple select, and Control+Drag clone, it's the standard behavior pretty much everywhere. - Entrances and Paths are listed in their corresponding tabs in the Palette nice |
gridatttack |
Posted on 08-06-13, 12:11 am
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Birdo
Karma: 3304 Posts: 1310/2021 Since: 06-28-11 |
Ninjifox |
Posted on 08-06-13, 12:17 am
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Micro-Goomba
Karma: 572 Posts: 16/19 Since: 06-19-11 |
Posted by Dirbaio - Object and sprite types are immutable ... I'm not sure if I quite like that. Maybe you'd have to change the sprite type but keep its settings? Or change the object type in lots of objects... Selecting an object or sprite from the Palette while Alt is pressed changes the types of all the selected things. Posted by Dirbaio - Path editing is... OK, it works, but maybe you could come up with something better How does it work? (Sorry, I don't have NSMBW and reggie here right now, and internet is crap) Also, the Palette shows a list of all paths which you can click on to jump to a specific one. Posted by Dirbaio - Shift+Click is multiple select; Ctrl+Click clones an object That's nice I'd rather make Control+Click multiple select, and Control+Drag clone, it's the standard behavior pretty much everywhere. _________________________ Insert generic signature here |
Dirbaio |
Posted on 08-06-13, 01:20 am
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Super Mario
( ͡° ͜ʖ ͡°) Karma: 10010 Posts: 3596/4457 Since: 06-08-11 |
Cool
Alt+click is a bit weird too... I'd rather remove all these hidden modifierkey+click things What I had in mind is something like this: There are two panels. "Palette" and "Properties". If you have nothing selected, Palette shows up. If you do, Properties shows up. In the Palette panel, you can choose what kind of object you want to place (object, sprite, view, ...) and which type in case of objects or sprites. Right-clicking will place the object in the level. Right-dragging allows you to place it and give it a size. In case of sprites and objects, the object placed doesn't get selected. In all other cases, it gets selected and its Properties shown (This is because you probably will want to edit them, while it's less likely for sprites and objects). The Properties panel will be pretty much like what we have now. Objects can change type, sprites can change data and type, etc. I'm not sure WHERE to put the entrance/view/path listboxes though Putting them in Palette or Properties doesn't make sense. Maybe it should be put in a separate toggleable panel that shows up somewhere else, for example in the right? Also I think it would be cool to open ONE window per level, with the different areas in tabs. (I think Reggie did that?) Then you could do fancy things like double-clicking an entrance to go to the destination entrance. Or other stuff. |
LeWario |
Posted on 08-06-13, 05:04 am
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Banned for being a complete idiot.
Karma: 529 Posts: 978/987 Since: 07-09-11 |
Ooo a successor to NSMBpe? NSMBje?
Posted by Dirbaio It could be possible, but not easy. Unfortunately Android Java is very different from Desktop Java. I mean, the language is the same, but not the libraries. Android uses a different UI library than Desktop java. Same for the 2D APIs. So it would require a lot of more porting to get it working on Android Actually you don't need *any* modifications to your code. If you get a full distro on your Android system with an X server on VNC (or RDP) it'll work just fine. If you really want performance, you can temporarily "stop" Android (kills the part that controls your screen) and let your distro take over the screen (I've only seen framebuffer devices on /dev/graphics/fb0), most likely with hardware acceleration (even 3D). Installing Linux on your phone is becomming pretty damn easy now days. There's a few of them on Google Play (such as this, which seems to be the easiest one I've found so far) Though you there is the point about usability... bringig a mouse might help a little (if you have OTG support) Problem is, you'll need a moderately decent device for this. |