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Posted on 07-25-13, 10:15 pm (rev. 2 by ImageBot on 11-21-16, 02:36 am)
Super Mario
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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.
Posted on 07-25-13, 11:48 pm
Roy Koopa


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Wow! Amazing
I'm curious: will it ever be made for android?
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Posted on 07-25-13, 11:50 pm
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Doubtful. Editing NSMB levels on a tiny phone screen would be a pain. Dunno about tablets though.
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Posted on 07-26-13, 12:29 am
Super Mario
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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
Posted on 07-26-13, 03:05 am, deleted by  Dirbaio: offtopic
Posted on 07-26-13, 02:37 pm


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I will probably just test arround with android and try to make it work. Its just the whole filesystem shit that held me back from it. I really don't get that.
Posted on 08-01-13, 01:36 am
Giant Red Koopa


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micro$hit sucks.

I only use windows caus' thats what everythings on. wich sucks
Posted on 08-03-13, 01:05 am (rev. 1 by ImageBot on 11-21-16, 02:36 am)
Super Mario
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More progress!

Screenshot of (very early) file browser and hex editor:


Posted on 08-03-13, 01:38 am
Giant Red Koopa


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w00t! Looking good so far, keep it up with the port!
Posted on 08-05-13, 11:04 pm
Super Mario
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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.

Posted on 08-05-13, 11:10 pm
Roy Koopa


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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...

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Posted on 08-05-13, 11:13 pm
Super Mario
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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
Posted on 08-05-13, 11:20 pm
Roy Koopa


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Yeah I can't give constructive criticism since I'm fine with the current interface
Well 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.
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Posted on 08-05-13, 11:33 pm
Super Mario
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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...
Posted on 08-05-13, 11:43 pm
Micro-Goomba


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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

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Posted on 08-06-13, 12:04 am
Super Mario
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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
Posted on 08-06-13, 12:11 am
Birdo


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Well, I say leave like what is it as of now in terms of editing views. Being able to resize the view as of now is convenient. And no, please no right click to add objects and stuff >.< (Perhaps right click to add paths? )
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Posted on 08-06-13, 12:17 am
Micro-Goomba


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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...
Been a while since I wrote that, I just remembered that it actually is supported in Reggie, but not done in the same way as NSMBe so it's extremely hard to trigger by accident.

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)
Oh, I forgot Path nodes are handled in a similar fashion to sprites/entrances - you select one and the settings for it come up in a panel. If you right click while a path node is selected, then a new node is created for that path. If no path node is selected, then a new path is created with a new node.

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.
That does sound better. I /think/ we might have done this because I couldn't figure out how to detect drag vs. click...

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Posted on 08-06-13, 01:20 am
Super Mario
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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.
Posted on 08-06-13, 05:04 am
Banned for being a complete idiot.

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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.
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