Nifflas' Support Forum

Being Creative => Nifflas' Sources => Topic started by: Looki on March 24, 2009, 17:20:21

Title: KS Editor Mod
Post by: Looki on March 24, 2009, 17:20:21
Hey everybody. I've been working on a modification of the KS Editor.

Level Editor Modification by Looki, 2009

New features:

* Open a world by double-clicking it.
* Open a world by searching for it in the input box above the list.
* Hold down the arrow keys when navigating through the world.
* Custom objects are displayed on-screen if "Screen->Show custom objects" is set.
* In-built INI Editor with syntax highlighting:
---Press F3 or "Script" left to the tileset settings. Reload the original file by "Edit->Reload World.ini".
---(NOT WORKING) You can press on a room's group, e.g. [x1000y1000], to jump to the room.
---The font can be changed in Worlds\EditorSettings.temp.
* Tile replacing, Press Shift+Right click. Like Flood Fill, but not only for connected tiles.
* Rectangular selection: Select multiple tiles at once.
---You can right-click a tile to keep the current selection rectangle. You can press F to reset it.
* Rectangular filling: Hold down Ctrl while placing tiles. You can select multiple tiles to fill using a pattern.
* Undo, Press Ctrl+Z or "Edit->Undo". Undo only works for object and tile placement.
* Flood Fill, Press Shift+Click. Use can select multiple tiles to use a pattern. Only for tiles (single layer).
* Minor fix for German users by setting "Qwertz" in EditorSettings.temp to 1 (Z gets Y, bank-changing shortcut).
* The executable to use for testing is read from "Executable" in EditorSettings.temp.
* Press Ctrl+G or "Go to>Coordinates" to jump to a screen by entering its coordinates.

The Worlds folder only contains a EditorSettings.temp file which has to be updated in order to be able to test your level.

One note, undo only works per screen. If you switch the screen, all the undo information is lost.

I hope you like it as much as I do!  >)

Get it here (http://clickteam.info/looki/Programs/KS%20Editor%20Mod.zip)!
Pictures:
http://clickteam.info/looki/Pictures/KSE1.png (http://clickteam.info/looki/Pictures/KSE1.png)
http://clickteam.info/looki/Pictures/KSE2.png (http://clickteam.info/looki/Pictures/KSE2.png)
Title: Re: Slight KS Editor tweak
Post by: LPChip on March 24, 2009, 19:04:11
Nice :)

I'm moving this to Nifflas' Sources forum, cus it suits that better I think.
Title: Re: Slight KS Editor tweak
Post by: Shawnachu on March 24, 2009, 22:24:10
Flood fill?
UNDO?

 :nuts:

EDIT: This is awesome! The only problem I could find was that you can't undo a flood fill. Also, why does it say "Knytt Stories - Level Editor 1.1?
Title: Re: Slight KS Editor tweak
Post by: Purple Pineapple on March 25, 2009, 01:16:26
Flood fill?
UNDO?

 :nuts:
Oh boy oh boy oh boy.
Also, why does it say "Knytt Stories - Level Editor 1.1?
Does it support COs?
Title: Re: Slight KS Editor tweak
Post by: Mr. Monkey on March 25, 2009, 01:53:48
It should.  The editor doesn't do the CO work, really.  If it works like I think it does (and reads images from the Data directories, and writes values to the map file without needing to know if an object exists), then it should be fine :D
Title: Re: Slight KS Editor tweak
Post by: Purple Pineapple on March 25, 2009, 04:15:51
So Level Editor 1.1 in KS folder 1.2.1 would still be able to test COs?
Title: Re: Slight KS Editor tweak
Post by: Pumpkinbot on March 25, 2009, 04:17:55
So Level Editor 1.1 in KS folder 1.2.1 would still be able to test COs?
Actually, no. The first Level Editor didn't have Bank 255, so I don't think it would work. :/ Try fixing that, Looki.
Title: Re: Slight KS Editor tweak
Post by: Purple Pineapple on March 25, 2009, 04:19:05
But, if you added the images for that bank in the folder...
Title: Re: Slight KS Editor tweak
Post by: Pumpkinbot on March 25, 2009, 04:26:50
But, if you added the images for that bank in the folder...
...That might work. Try it.
Title: Re: Slight KS Editor tweak
Post by: Purple Pineapple on March 25, 2009, 05:04:01
It works! This is awesome. Editing power now greatly increased.
Title: Re: Slight KS Editor tweak
Post by: Looki on March 25, 2009, 13:40:20
Thanks a lot, guys. :)
I'm planning to add undo for flood fill, it shouldn't be that hard. Can't access the source code right now, though.
I also wanted to add rectangular selection onthe tileset, instead of single tiles, so you can easily place trees etc.
LPChip: Sorry for that :oops:

Oh by the way, I took the "No dev edition" source, silly me. I even have MMF2 Developer, so I could've used the latest version of the Editor...

I added that new selection mode. It works perfectly, but I can't release a new version right now.
Title: Re: Slight KS Editor tweak
Post by: AmADizii on March 25, 2009, 19:28:02
I also wanted to add rectangular selection onthe tileset, instead of single tiles, so you can easily place trees etc.

Like you can drag a rectangle around what you want to use? Something like that, you'll be legend. Also,m this is really cool. undo teh oosum.
Title: Re: Slight KS Editor tweak
Post by: Looki on March 25, 2009, 20:49:30
Indeed. As I said, it works. I'll be able to release it tomorrow. And thanks. :^^:
Title: Re: Slight KS Editor tweak
Post by: Looki on March 26, 2009, 15:06:23
I added the new selection feature. As I said in the changelog, you can press F to reset the selection size to 1x1, and you can right-click a tile to select it to keep the "selection rectangle".
Title: Re: Slight KS Editor tweak
Post by: Joozey on March 27, 2009, 15:00:46
Excellent!
Title: Re: Slight KS Editor tweak
Post by: AmADizii on March 28, 2009, 21:53:43
This helps me, a lot.
Thanks for the mod.
Title: Re: Slight KS Editor tweak
Post by: Looki on March 28, 2009, 22:52:53
Glad to hear!  ;)
If you have requests, just tell me!
Title: Re: Slight KS Editor tweak
Post by: Looki on March 29, 2009, 03:52:32
Hey, I was bored - again.
I've added a new feature, rectangular filling for tilesets.
Use it by holding Ctrl.
The marker will resize according to the mouse position. You can select multiple tiles to use a pattern. Simply click to place the tiles, as usual.

I intentionally added this to quickly clear zones, but then I realized that you could quickly create patterns with this, too.

There are some issues with this + undo, I'll fix that, I guess.

By the way, I also improved the performance of Flood Fill.
Title: Re: Slight KS Editor tweak
Post by: AmADizii on March 29, 2009, 06:55:56
It'd be sweet, if you could have 3 or more tilesets in the same screen...
I'm not suggesting anything, just an opinion.
 ;) :shifty:
Title: Re: Slight KS Editor tweak
Post by: Purple Pineapple on March 29, 2009, 07:04:26
Probably would be 4 more likely then three, seeing as it's a .bin file.
Title: Re: Slight KS Editor tweak
Post by: Looki on March 29, 2009, 13:42:31
Pineapple: Nah... doesn't matter.
AmADizii: Sorry, but this would require me to change KS' level loader, too.
Title: Re: Slight KS Editor tweak
Post by: LPChip on March 29, 2009, 13:50:36
Not to mention the entire game.
Title: Re: Slight KS Editor tweak
Post by: Joozey on March 29, 2009, 15:57:27
An input field for navigating through music, backgrounds, and especially tile sets would be heaven.
A new tileset selection window with all previews of tilesets would be awesome.

Regards,
Joozey
Title: Re: Slight KS Editor tweak
Post by: Looki on March 29, 2009, 15:58:58
Hi. Another quick update (sorry) - Added pattern support for flood fill, and undo now works for rectangular and flood fill! :^^:
Joozey: That's a good idea, actually. I don't think I can preload them, I'm not sure - Will have a look at it.
Title: Re: Slight KS Editor tweak
Post by: Joozey on March 29, 2009, 16:00:07
Oh, right, I editted my post already  :D You read fast.
Title: [Edit] Slight KS Editor tweak
Post by: Looki on March 29, 2009, 16:05:41
Haha, it was coincidence. I was just writing my update post when I saw your post at the top of the "Topic Summary".

Fixed a stupid display bug...you could place tiles in the GUI when the selection is bigger than 1x1. Redownload if you want.
Title: Re: Slight KS Editor tweak
Post by: Pumpkinbot on March 29, 2009, 21:56:24
An input field for navigating through music, backgrounds, and especially tile sets would be heaven.
A new tileset selection window with all previews of tilesets would be awesome.

Regards,
Joozey
That would be pretty good, but you can always use the scroll wheel to navigate faster, or even hold Shift while clicking to go by 10's.

EDIT: *downloads this thing*
Title: Re: Slight KS Editor tweak
Post by: Duffking on April 01, 2009, 13:03:04
Hmm, how do I get the test level thing working properly exactly?

/is thick
Title: Re: Slight KS Editor tweak
Post by: Looki on April 01, 2009, 13:07:58
Copy the EditorSettings.temp file in the \Worlds folder in the zip into your \Worlds folder
Title: Re: Slight KS Editor tweak
Post by: Duffking on April 01, 2009, 13:48:19
Copy the EditorSettings.temp file in the \Worlds folder in the zip into your \Worlds folder

Gotcha, thanks.
Title: Re: Slight KS Editor tweak
Post by: Joozey on April 02, 2009, 01:48:52
Something is wrong with the editor. It keeps spontaneously deleting a certain layer, always one of the object layers. I haven't got the most recent release after you modified it, so I'm not sure if this bug is still in the most recent version. I'll use that one now, and see if it happens again.

Regards,
Joozey
Title: Re: Slight KS Editor tweak
Post by: Looki on April 02, 2009, 22:45:32
I remember that there were problems with flood fill + object layers that I fixed, so it might be fixed.. I hope so.
Title: Re: Slight KS Editor tweak
Post by: Pumpkinbot on April 02, 2009, 23:55:29
I have an idea: Redo. I notice that a lot of times, I undo a little too much and I have to redo it myself, which gets annoying after a while. :/
Title: Re: Slight KS Editor tweak
Post by: Looki on April 03, 2009, 14:29:21
I was planning Redo, it'll take some time, though.
Title: Re: Slight KS Editor tweak
Post by: Purple Pineapple on April 03, 2009, 18:14:09
If you already cllected temporary data for undo, couldn't you just reverse it for redo?
Title: Re: Slight KS Editor tweak
Post by: Pumpkinbot on April 03, 2009, 19:50:04
If you already cllected temporary data for undo, couldn't you just reverse it for redo?
Remember, I have no programming experience. X)
Title: Re: Slight KS Editor tweak
Post by: Gorfinhofin on April 04, 2009, 01:35:46
I have noticed some fill oddities as well. Usually after I've done something in another window. Are there key shortcuts or something like that that it could be picking up?
Title: Re: Slight KS Editor tweak
Post by: Looki on April 04, 2009, 01:40:52
Yup - I'll have a look at it  :P2
Title: Re: Slight KS Editor tweak
Post by: Comhon on April 20, 2009, 07:55:56
nice
Title: Re: Slight KS Editor tweak
Post by: Emeraldfire7 on May 07, 2009, 16:48:46
this looks awesmoe!... it is awsmoe!!!  X-P
Title: Re: Slight KS Editor tweak
Post by: Bored2death on May 22, 2009, 07:18:27
This is going to save so much time during level editing... can't wait to use ... (YES) undo! And the whole multi-tileset at once thing is totally awesome!
Title: Re: Slight KS Editor tweak
Post by: Dandelion on June 04, 2009, 01:08:46
And the whole multi-tileset at once thing is totally awesome!
What do you mean? This doesn't let you use any more then the standard 2, does it? Nifflas said that would nearly double the size of the game.
Title: Re: Slight KS Editor tweak
Post by: Bored2death on June 04, 2009, 01:43:38
Meant multi tile select, sorry for the confusion.
Title: Re: Slight KS Editor tweak
Post by: TechnoGeek on June 05, 2009, 00:58:45
two words: epic win.
Title: Re: Slight KS Editor tweak
Post by: Evil on June 05, 2009, 02:59:51
lol@undo epic win
Title: Re: Slight KS Editor tweak
Post by: Bored2death on June 05, 2009, 17:54:23
Interesting: I found that if I drag the tile select past the bottom, I can get the top of Tileset B... but no more than the top row.
Title: Re: Slight KS Editor tweak
Post by: Strange Darkness on June 14, 2009, 12:36:55
Interesting: I found that if I drag the tile select past the bottom, I can get the top of Tileset B... but no more than the top row.
Umm well done? (u must be bored)

anyway thanks for this editor looki!
Title: Re: Slight KS Editor tweak
Post by: Bored2death on June 14, 2009, 17:00:06
Actually, it wasn't hard to find... I just dragged my mouse cursor a little farther than usual one time and  :whoa: it went past the edge... then, I tried an experiment: the reverse happens in tileset B - A.
Title: Re: Slight KS Editor tweak
Post by: Looki on June 18, 2009, 19:22:46
Bored2Death, thanks. I don't think fixing that will be tough... I'm not sure if I'm going to release a new version, though. I'm not in the mood right now  :oops:
Title: Re: Slight KS Editor tweak
Post by: TechnoGeek on June 19, 2009, 17:57:00
Bored2Death, thanks. I don't think fixing that will be tough... I'm not sure if I'm going to release a new version, though. I'm not in the mood right now  :oops:
don't fix it! make it worse (sort-of)! make it so you can select every tile in A AND B at once! (do I see super-huge mega trees that took 3 seconds to make?) X-P
Title: Re: Slight KS Editor tweak
Post by: Purple Pineapple on June 19, 2009, 18:40:06
Well, the height of the KS window is 10 squares. One of these would be taken up by the ground tiles. The other nine are possible with a full selection on one tileset (8) and an extra row on the other (1). So really, super-huge mega trees that take 3 seconds to make are possible right now.
Title: Re: Slight KS Editor tweak
Post by: Bored2death on June 20, 2009, 15:29:28
I wouldn't mind it being worse either... it can come in very handy... maybe you could make two versions???
Title: Re: Slight KS Editor tweak
Post by: Pick Yer Poison on June 21, 2009, 05:00:28
I love this mod! <3 See? It makes level creation so much easier. :P
Title: Re: Slight KS Editor tweak
Post by: AClockworkLemon on July 22, 2009, 08:02:35
Luvvit Luvvit Luvvit... :heart:
Only thing i can suggest is to reduce it's pre-load cache or what ever it is, 'cuz it's REALLLLLLLY laggy for me (im running it of a USB drive)
Title: Re: Slight KS Editor tweak
Post by: Looki on July 22, 2009, 12:05:00
Hey, thanks!
I'm not sure what you mean with preload cache - I don't preload anything.
At least not anything that is not preloaded in the normal editor either.
Title: Re: Slight KS Editor tweak
Post by: AA on July 22, 2009, 12:37:31
Maybe he means the loading of each screen. In that case, preloading all the screens you might reach from the current one (including those accessible via Shifts) could help, but I don't know whether the latest KS version already does that or not.
Title: Re: Slight KS Editor tweak
Post by: TechnoGeek on July 22, 2009, 22:08:44
Maybe he means the loading of each screen. In that case, preloading all the screens you might reach from the current one (including those accessible via Shifts) could help, but I don't know whether the latest KS version already does that or not.

i don't think so, because on slow computers it takes a second or so between screens and for shifts. warps not quite so long, but still a bit slow.
Title: Re: Slight KS Editor tweak
Post by: AClockworkLemon on July 23, 2009, 00:22:53
It's not the screen transition that's laggy, It's the entire program. when im running the normal editor, if i was to click and drag a line of tiles relatively fast, it might mis one or two, but om this version, it misses every second/third one... saving at one point took 3 1/2 minutes - for my Level FEAR
Title: Re: Slight KS Editor tweak
Post by: Looki on July 23, 2009, 23:12:15
Um, I don't know, that's not supposed to happen, and I can't think of any reason why it would. It doesn't make any sense. I don't perform any additional code while drawing tiles or so.
Title: Re: Slight KS Editor tweak
Post by: AClockworkLemon on July 24, 2009, 03:59:45
I thought it was kinda weird. It's like the entire program slows down. I was looking really closely, and the flashing orange square you use to place tiles flashes REALLY slowly, about once every 3/4 seconds or so.
Title: Re: Slight KS Editor tweak
Post by: AA on July 24, 2009, 12:26:36
About the long delay in saving, I remember other people having problems when running KS from a USB (pen)drive; in that case, maybe it's the way the GZip compressor works, that it's unoptimized for USB. The general lag is however perplexing: it could be that each time the editor window is redrawn (blinking cursor, tile dragging etc.) the program reads from the USB drive, which slows things down considerably, but that's highly improbable.

I might try it myself later.
Title: Re: Slight KS Editor tweak
Post by: Looki on July 24, 2009, 12:52:43
Hmm.. maybe I used another runtime to build the editor and your PC is too slow to run it properly, I don't know. I'll have a look at it.
Title: Re: Slight KS Editor tweak
Post by: AClockworkLemon on July 25, 2009, 04:36:07
that would make sense. I just bought an new USB ( my old one was too small). My old one was only 256 mb, but on my new 10gb USB, it all runs fine and dandy. it could have possibly been the usb's RAM more than anything
Title: Re: Slight KS Editor tweak
Post by: TechnoGeek on July 25, 2009, 18:02:08
that would make sense. I just bought an new USB ( my old one was too small). My old one was only 256 mb, but on my new 10gb USB, it all runs fine and dandy. it could have possibly been the usb's RAM more than anything

USB drives don't have RAM, but it could have been running off the old 1.1 speed (slow).
Title: Re: Slight KS Editor tweak
Post by: Pick Yer Poison on July 25, 2009, 19:59:05
USB drives don't have RAM, but it could have been running off the old 1.1 speed (slow).
Some do, for example mine. It's typically not a lot, but they can have some. (I assume you're talking about USB flash drives)

I myself run Knytt Stories (and the level editor) from a USB flash drive, and it runs just fine.
Title: Re: Slight KS Editor tweak
Post by: AClockworkLemon on July 26, 2009, 03:31:29
I checked the system diognostics on my old one, and it had 1kb of ram
Title: Re: Slight KS Editor tweak
Post by: TechnoGeek on July 26, 2009, 22:26:05
I checked the system diognostics on my old one, and it had 1kb of ram

old what? USB drives don't have ram, and no modern computer will run off of that.
Title: Re: Slight KS Editor tweak
Post by: AClockworkLemon on July 27, 2009, 00:31:40
Quote
old what? USB drives don't have ram, and no modern computer will run off of that.
My USB drive

Everything Must Have RAM to run an application. for instance, a DS game chip has about 173kb of ram, which it uses to run the game onto the DS itself. generally speaking, or at least with USB 2.0s, the drive comes with a smallish amount of RAM so it can transfer the program into a temporary folder on the computer to reduce lag etc. my old one, however, had enouh for KSE, but not enough for KSEM, so it had to run it straight off the USB, therefore making it lag.

(at least thats what the instruction manual/troubleshooting said about it... XD)
Title: Re: Slight KS Editor tweak
Post by: TechnoGeek on July 27, 2009, 17:56:13
Quote
old what? USB drives don't have ram, and no modern computer will run off of that.
My USB drive

Everything Must Have RAM to run an application. for instance, a DS game chip has about 173kb of ram, which it uses to run the game onto the DS itself. generally speaking, or at least with USB 2.0s, the drive comes with a smallish amount of RAM so it can transfer the program into a temporary folder on the computer to reduce lag etc. my old one, however, had enouh for KSE, but not enough for KSEM, so it had to run it straight off the USB, therefore making it lag.

(at least thats what the instruction manual/troubleshooting said about it... XD)

ah, not RAM, but a cache on the disk controller. applications that are on a USB drive still load into the computer's ram to run. also, MMF apps create temporary folders with the application files in them. What brand was it? If it used MCL or whatever it is, it will re-write large blocks of data any time a change is made to the disk.
Title: Re: Slight KS Editor tweak
Post by: StaticRomantic on August 31, 2009, 05:17:14
terrific mod.
much more than a "tweak"
all of these add-ins are extremely helpful.
Title: Re: Slight KS Editor tweak
Post by: Purple Pineapple on August 31, 2009, 06:36:07
terrific mod.
much more than a "tweak"
all of these add-ins are extremely helpful.
And incredibly easy to get the hang of.
Title: Re: Slight KS Editor tweak
Post by: Looki on September 17, 2009, 15:32:10
Thanks again, guys.  C)p
I probably should sort out some of the problems mentioned.
I also was supposed to add a "Replace tile" function, like flood fill but it for the whole screen,
not just the connected tiles... it didn't work properly, though.
I also was working on a settings editor that uses my own MMF extension Scintilla for code highlighting and autocompletion, all that stuff.
Maybe there will be a new release soon... if I feel like it.  ;)
Title: Re: Slight KS Editor tweak
Post by: JerkDouglas on September 19, 2009, 22:56:07
Holy crap this is super great. And it doesn't rewrite and screw up my custom object code like KSC does, haha!

 Suggestion #1: I kinda wonder... Is there any way to actually have the custom objects be displayed in a size-proper box instead of that singular OBJ# tag?

 Like taking the sizing data from the World.ini file for the CO and making a dynamic border appear according to the size of the object? I guess you'd also have to consider the offset values to make it line up properly.

 Suggestion #2: If you can somehow steal and fix the cool code features from the KSC which displays the screen relevant code as you work on that specific screen, you would become more powerful than thirty Megatrons.

Title: Re: Slight KS Editor tweak
Post by: Looki on September 19, 2009, 23:50:28
Sure, both would be possible. I'll see what I can do. ;)
Title: Re: Slight KS Editor tweak
Post by: JerkDouglas on September 20, 2009, 01:05:24
Thanks man. These options will really make things easier to place.

 But just so you're not working for free...

http://www.gichrist.com/knytt/4look.jpg
Title: Re: Slight KS Editor tweak
Post by: Looki on September 20, 2009, 22:13:18
Haha, awesome! Thanks!  XD
I'll start working tommorow - not sure about a release date.
Title: Re: Slight KS Editor tweak
Post by: JerkDouglas on September 21, 2009, 00:44:50
No hurry, bro.  8)
Title: Re: Slight KS Editor tweak
Post by: AClockworkLemon on September 21, 2009, 10:42:29
'ey JD, whaddaya mean with point 2?
anyways, im a avid fan of your current version cant wait 'till the new one!
Title: Re: KS Editor Mod
Post by: Looki on September 23, 2009, 13:34:39
Hey. I'm pretty much done with all the requested features and uploaded a new version. :)

New features:

* Open a world by double-clicking it.
* Hold down the arrow keys when navigating through the world.
* Custom objects are displayed on-screen if "Screen->Show custom objects" is set.
* In-built INI Editor with syntax highlighting:
---Press F3 or "Script" left to the tileset settings. Reload the original file by "Edit->Reload World.ini".
---You can press on a room's group, e.g. [x1000y1000], to jump to the room.

JerkDouglas, the CO's are actually displayed - no bounding box or something like that. Is that okay?

The INI editor might be messy. I haven't used it extensively yet. It works quite well, though.
If you hit F3 (or click "Script"), the editor jumps to the group of the current room, like [x1000y1000].
If there's no group for this room, it just keeps the position from the last time you opened the editor.
You can save the INI with the normal save feature.
As I mentioned, you can click on a room group to navigate to it,
which can be seen on this screenshot. It also shows custom objects.
http://clickteam.info/looki/Pictures/KSE2.png

The download link has changed to http://clickteam.info/looki/Programs/KS%20Editor%20Mod.zip

Enjoy! I hope no new bugs were introduced.  :oops:
Title: Re: KS Editor Mod
Post by: JerkDouglas on September 23, 2009, 14:53:54
 This is already absolutely excellent.

 So... easy... to use...

 But.... there might be an issue. I tested one of my CO's that has a blank first frame. (it's something that fades in and doesn't repeat)

 As you'd imagine, the object is totally invisible with the option turned on. But I can switch back and forth and see the object, so it's really no big deal. However, a hotkey for toggling the function would be a real lifesaver, as I'm sure other people will have blank first frames in their CO's.

 Also, I noticed every time you do something in the Knytt Stories Manager that affects the world.ini, you have to "reload world.ini" to get it to show up.

 --This of course only makes sense, but is there a way you could tie another hotkey to the act of reloading the world.ini? (ctrl+r maybe?)

 Anyway, this is absolutely professional, man. I can't thank you enough for taking my suggestions. This mod of yours is about the only thing that actually allowed me to consider finishing my project. Because it's so insanely complicated and stupid. XD

 And btw: A very excellent idea putting the script screen in the tileset area. One thing I know is that there's definitely no way that anybody is coding and painting down their levels at the same time, hahaha.


 EDIT: A warning about the code screen... If you type, paste or add any characters in general to that screen, it will light up the yellow "save needed" warning bars. But if you REMOVE characters in any way, (backspace, deleting, or the cut command) the warning bars will not light up. If there's any way to fix that, I believe you'd have yourself a totally perfect program.
Title: Re: KS Editor Mod
Post by: BloxMaster on September 23, 2009, 15:37:21
This is excellent. Editing power increased! :D
Title: Re: KS Editor Mod
Post by: Looki on September 23, 2009, 16:55:51
Wow, thanks for the reviews. :)
I'll add hotkeys for reloading and turning CO's on/off.
I'll also automatically reload the World.ini after KSManager is closed.
The warning bars: No biggie, fixed. :P2
I'm really glad to hear that you've decided to continue working on your project. C)
If it'll be as good as your art, I'll definitely take a look.
Title: Re: KS Editor Mod
Post by: Looki on September 23, 2009, 17:14:16
Hey, what font does the INI editor have for you? I just noticed that I use Consolas, but it's not a default font on Windows XP and below.

EDIT: Uploaded a new version that reads the font from EditorSettings.temp, the default value is Lucida Console, so copy the \Worlds\ folder as well.
I've also added Ctrl+O for toggling CO's and Ctrl+R to reload the INI.
The INI isn't reloaded after running KSManager - I have yet to implement that, it's not THAT easy.
Title: Re: KS Editor Mod
Post by: JerkDouglas on September 24, 2009, 00:25:07
 Jeez, man. You took everything and one upped me, haha.

 The font that I see in my editor looks like Arial.

 Dude, these hotkeys totally rule.

 The only issue I have is that while Ctrl+O makes sense, it is kind of out of the way... And currently, every control function that doesn't delete something is kept quickly in range of the left hand.

 My thoughts are that in using this hotkey you cycle quickly around the map with the right hand on the arrow keys, and the left hand toggles the visuals back and forth to gain visual context for each screen.

 Anyway, if you've had enough of my nitpicking, you can totally tell me to piss off. But I should thank you again, because you've just taken a boring rock, and polished it into gold.

 I swear to God I'm working ten times faster than before.
Title: Re: KS Editor Mod
Post by: Looki on September 24, 2009, 15:22:13
Uh, sure, name me a new shortcut and I'll change it. :)
It's really nice to hear that somebody appreciates your work so much.  C)
Also, if you encounter any oddities, tell me!
Title: Re: KS Editor Mod
Post by: JerkDouglas on September 24, 2009, 15:45:24
 Ctrl+D would definitely be my choice for the hotkey.

 And believe me, man. It's even better to know you've got someone in the know who is working on your side to make things better for you. (or in this case, me)
 
 Over the years, I've had to learn ten different image manipulation programs, five kinds of video editing software, music sequencers, animation programs, 3D programs and whatnot... And well, frankly, what I wouldn't have given to have the programmers of those things listen to me. And the one thing I really haven't been able to pick up is programming to fix the problems myself.

 It also makes me more appreciative, because I've been trying to find a way to make a game for the past ten years. XD

 Aaand I've been using the program pretty hard for a few days, and I haven't run into anything bad yet.  At this point I really don't think there are any problems left to fix, hahaha.


 Also, if you want me to draw up anything for you, just tell me.
Title: Re: KS Editor Mod
Post by: TechnoGeek on September 25, 2009, 01:38:24
Looki, thanks again (is it again?) for such a great program. This is one of the reasons I was able to create my (not finished) level in the short time it did (short when you consider). Now with INI editing, that's not buggy (aka KSLC), this is definitely a must for any KS level maker.

As for suggestions, the only thing I can think of are a few things in KSLC (multi-room param change, shift following, and wallswim checking (which i guess is useless anyway, as my whole level is full of wallswims skipped by warps XD))

Good work, Looki!

Possible bug: When pressing f3, the displaying of the scripting is weird (scrollbars, some text, etc.) doesn't show up until clicked on. (This is Windows XP SP3, using the windows classic theme). Not a serious bug, just a minor graphical/display bug

minor glitch: typing in the script editor toggles layers (not that important), MIGHT erase custom object sections (but i may have used KSLC since before that)
   EDIT: no, it doesn't. just KSLC

also, scrolling to change object/bank doesn't work unless holding shift, which jumps by 10. instead, it just scrolls the usually invisible script editor.
Title: Re: KS Editor Mod
Post by: Looki on October 02, 2009, 19:22:31
Sorry the delay, but here it is. http://clickteam.info/looki/Programs/KS%20Editor%20Mod.zip
I think I fixed the display bug as shown on your picture. I hope so at least.
I really don't think I can fix that "scrolling" bug, and frankly, I don't think it's that important - when coding,
you don't really need to change the object/bank, do you? Thanks for letting me know anyway.
Title: Re: KS Editor Mod
Post by: TechnoGeek on October 02, 2009, 22:32:54
I really don't think I can fix that "scrolling" bug, and frankly, I don't think it's that important - when coding,
you don't really need to change the object/bank, do you? Thanks for letting me know anyway.
no, it happens whether the script thing is open or not, meaning the scrolling to change object/bank doesn't work, period.
EDIT: never mind, it's already fixed somehow anyway--might have been a fluke or the display bug fix fixed that as well

clicking a room's group in the INI pane doesn't jump to the room--not that I use it very much, but the readme advertises it as a feature

anyway, this is getting better and better! with the INI editing, this is probably one of the better level editors out there! the only improvement I can think of right now is being able to shift/ctrl-click on a shift to follow it or something, but the software is great anyway!
Title: Re: KS Editor Mod
Post by: Looki on October 02, 2009, 23:26:52
Hm, you're right about the groups. Weird. It should work, I didn't even modify it and know it worked before.  :/
Thanks for letting me know, I'll see what I can do about the shift following.
Title: Re: KS Editor Mod
Post by: AClockworkLemon on October 03, 2009, 01:42:18
I swear that if this gets any better, I'll HAVE to add you to my HALL OV FAME!!! (as yet no-one has made it there...not even Bungie!)
Title: Re: KS Editor Mod
Post by: JerkDouglas on October 12, 2009, 19:25:05
 Through testing and extensive irritation, I have discovered that all cutscene music is always turned back to number fifteen in the World.ini when you save in the editor.

 This doesn't happen in the normal level editor.

 Just a heads up. Not sure why it would decide to only screw with cutscene music designation numbers, but it's really killing me to work around.

 EDIT: Nevermind... It's not doing it anymore. Go figure.
Title: Re: KS Editor Mod
Post by: Looki on October 13, 2009, 14:26:15
Oh snap. Can you assure me there's absolutely no possibility that it's your fault? :/
Title: Re: KS Editor Mod
Post by: JC Grim the 'crete reaper on October 18, 2009, 07:53:07
This has come quite an amazingly long way Looki! This and KSLC are going to help turn that coal I call BSoaKFF into diamond about 20,000 years quicker. XD

If you don't mind me pointing out though... your CO visuals don't read the Offset values and accommodate them properly. I have quite a few CO's that heavily rely on the offset property, and I almost freaked out the first time I open a screen that used several offset Co's... It looked mangled.

It's just one of the few things you could do to make this editor ten times better. ;-)


Also, if you open the script, and then proceed to click "Expand Map" the script doesn't disappear like it the tilesets would. It stays open... and functional.
Title: Re: KS Editor Mod
Post by: Pick Yer Poison on October 18, 2009, 17:34:00
I think I've found a bug: Whenever I move into another room, I have to click twice on the "Script" button before I can do anything involving any keyboard buttons in the main window (e.g. undo, flood fill, etc.) If I don't, it tends to insert a bunch of letters; e.g. w, a, s, and d when I switch tiles with the keyboard shortcut.
Title: Re: KS Editor Mod (CO Fix)
Post by: Looki on October 20, 2009, 03:32:27
Pleased to hear that, JCGt'cr.  :P
Thanks for the bugs (or not)! I'll probably fix these within the next hours. :)

EDIT:

All right, I added support for Offset X and OffsetY, plus Init AnimFrom.
I remember somebody complaiming that his CO's wouldn't show because his first frame was empty or something.
I also fixed a bug with the display CO option... it wouldn't load properly.
By the way, you might get a "Tileset contains an empty tile" message for no reason, I got it once... really don't know how or why.

http://clickteam.info/looki/Programs/KS%20Editor%20Mod.zip
Title: Re: KS Editor Mod (CO Fix)
Post by: JC Grim the 'crete reaper on October 20, 2009, 05:36:12
Pleased to hear that, JCGt'cr.  :P
Thanks for the bugs (or not)! I'll probably fix these within the next hours. :)

EDIT:

All right, I added support for Offset X and OffsetY, plus Init AnimFrom.
I remember somebody complaiming that his CO's wouldn't show because his first frame was empty or something.
I also fixed a bug with the display CO option... it wouldn't load properly.
By the way, you might get a "Tileset contains an empty tile" message for no reason, I got it once... really don't know how or why.

http://clickteam.info/looki/Programs/KS%20Editor%20Mod.zip

Thank you, kind sir. It's muchly appreciated.  :^^:
Title: Re: KS Editor Mod
Post by: Bored2death on October 21, 2009, 06:19:02
I'm having the trouble scrolling through the banks/objects still, after Technogeek mentioned it...
Title: Re: KS Editor Mod
Post by: Looki on October 21, 2009, 17:03:47
Trying to fix that. Don't expect a release too soon.
JerkDouglas, I think I'll be able to fix the cutscene bug, too. I think I'm mixing up KS Editor config and World.ini config files. :oops:
Title: Re: KS Editor Mod
Post by: Exp HP on December 20, 2009, 22:50:51
You know what feature I'd love to see in this?  Rectangular selection of tiles in a screen.  This would fit well into the current interface given how the Ctrl key already lets you drag a rectangle.  If the selection rectangle is larger than 1x1 when Ctrl+C is pressed, Ctrl+C would copy the selection (otherwise it would copy the room as usual).

Then Ctrl+V would paste the copied region where the cursor is.


I know that in order for you do implement this, you would have to introduce a whole new type of clipboard data, but still, it would be a great feature to have.  It's a great help for when you realize you put stuff in the wrong layer, or if you want a fast way to copy recent changes in a room over to a look-alike Shift double without disturbing the things that are supposed to be different.
Title: Re: KS Editor Mod
Post by: Looki on December 20, 2009, 23:40:14
Yes, you're right, I actually planned that but never implemented it. I also have to sort out sone bugs. Haven't done that yet. :oops:
Title: Re: KS Editor Mod
Post by: Exp HP on December 21, 2009, 01:56:01
Some more things I have to say about this:

A bit of confusion:
When the Script editor is open, pressing Ctrl+E does not open World.ini, but it does appear to do something, as evidenced by how the "unsaved changes" flag is activated (the blue double bar turns yellow and Test Level tells you to save first).  So what does it do?

A suggestion:
[Main Menu Strip]:Go to:Coordinates
Enter in the desired room coordinates, and BAM! you're there.
This is something I've always wanted.  Partly because I wasn't aware until today that the +10 effect of holding Shift applied to the Arrow keys as well. :oops:
Title: Re: KS Editor Mod
Post by: Looki on December 22, 2009, 12:38:25
I'll be able to work on it on Friday I think.
I will add "go to coordinate" and have a look at the ctrl+e thing.
Title: Re: KS Editor Mod
Post by: Looki on December 28, 2009, 14:32:28
Exp HP, I added the Go To Coordinate function, shortcut is Tab.
I also removed tab, ctrl+e and ctrl+f from the script editor, they will work properly now.

Bored2death, I don't know what you mean by trouble scrolling through the banks, I'm not having any.
Title: Re: KS Editor Mod
Post by: TechnoGeek on December 28, 2009, 20:53:00
Tab (coordinate jump) conflicts with crosshair (layer +) shortcut...possibly Ctrl+G (like notepad's goto line function), which does nothing.

Clicking on a level group still doesn't work...can't think why, unless disabling all of the keys in the script editor is screwing it up...however, changing screens does move around in the script, which is also pretty useful

a bit of weirdness...when you press tab with the script editor open, then press escape, the coordinates box and the script editor both close.

i can't believe how far this editor has come along, thank you so much Looki.
/me awards a star :hiddenstar: to Looki
Title: Re: KS Editor Mod
Post by: Looki on January 04, 2010, 17:20:48
I changed the shortcut to Ctrl+G and fixed the Escape bug.
I wasn't able to fix the level group bug yet, I am clueless what causes it not to work.
It set a "clickable" attribute for the level group style (The plug-in I use for syntax highlighting uses styles for comments, strings, etc.),
it works the same way as changing color, bold state, font, etc.. but it doesn't work.

http://clickteam.info/looki/Programs/KS%20Editor%20Mod.zip
Title: Re: KS Editor Mod
Post by: Artix on February 20, 2010, 22:52:55
I'm having a little trouble with copy/paste with the in-editor world.ini editor. I copy a section, ctrl+v, and this happens:
Title: Re: KS Editor Mod
Post by: Purple Pineapple on February 20, 2010, 22:55:25
If you click Ctrl+C, the editor will, by default, copy the screen. When you paste, that into notepad, Word, or in this case, the world ini editor, that's what you're pasting. (Note the NotKnyttEdit at the top.)
Title: Re: KS Editor Mod
Post by: Artix on February 20, 2010, 23:39:38
If you click Ctrl+C, the editor will, by default, copy the screen. When you paste, that into notepad, Word, or in this case, the world ini editor, that's what you're pasting. (Note the NotKnyttEdit at the top.)

Is there a way to copy the text inside the box there? Because it used to let you ctrl+C in earlier versions.
Title: Re: KS Editor Mod
Post by: Looki on February 21, 2010, 02:46:35
Crazy. I was just messing around with my editor and got that bug as well. What a coincidence. I'll look at it.
You can use the right-click menu -> Copy.

Fixed. Also, a bug with Go To > Coordinates (ctrl+g) is fixed. After using it, you're not able to modify the ini's anymore.
http://clickteam.info/looki/Programs/KS%20Editor%20Mod.zip

EDIT: Ah, right, I also added an edit box to the level selection screen. You can search for a level by typing its name.
Double-clicking a level in the list now works again; pressing enter works now, too.
Title: Re: KS Editor Mod
Post by: Artix on February 21, 2010, 19:36:16
Fixed. Also, a bug with Go To > Coordinates (ctrl+g) is fixed. After using it, you're not able to modify the ini's anymore.
http://clickteam.info/looki/Programs/KS%20Editor%20Mod.zip
Does that mean that prior to the fix, you couldn't edit the ini anymore, or does it mean that now searching for the coordinates makes it so you can't edit the .ini?
Title: Re: KS Editor Mod
Post by: Looki on February 21, 2010, 21:35:58
Prior to the fix. ;)
Title: Re: KS Editor Mod
Post by: GrayFace on February 21, 2010, 22:01:20
It would be cool to have more than one object displayed at once. For the attached example I had to remove 8 pixels above and 8 pixels below the "Bank 0 System" plate. What do you think?
In this case the increment/decrement of object number will work completely the same, but objects would be also picked from the 20 shown objects. (the selected object 5 - double jump is highlighted with green border and lighter background color)
Title: Re: KS Editor Mod
Post by: Looki on February 21, 2010, 22:23:38
I agree that's quite nice. I'll try to implement it but I can't access the editor source code right now.. :oops:
Title: Re: KS Editor Mod
Post by: Comhon on February 22, 2010, 12:37:49
COOL idea!
Title: Re: KS Editor Mod
Post by: GrayFace on February 22, 2010, 18:24:03
1 note to the suggestion: mouse wheel over the 20 icons scroll to next/last 20 icons.
Title: Re: KS Editor Mod
Post by: Artix on February 26, 2010, 04:14:11
Is there any way to get the Knytt Stories Manager to work with this?



Actually, I found out that if you only save from the KS manager, it'll change the world.ini correctly. Saving via the editor reverts any changes with KS manager.
Title: Re: KS Editor Mod
Post by: Looki on February 26, 2010, 14:57:15
Really don't know why it's crashing, I didn't even know it's a problem that only exists in my mod.
The World.ini file doesn't reload automatically if you save in the KS manager.
You can press ctrl+r or choose Edit>Reload World.ini to reload it.  ;)
Title: Re: KS Editor Mod
Post by: Firewall on February 28, 2010, 21:19:34
Epic win! I can make maps alot quicker! *Bows*
Title: Re: KS Editor Mod
Post by: Pumpkinbot on March 07, 2010, 20:44:53
I haz a problem with custom objects. First, it won't make COs bigger than 24x24. Second, it shows in the level editor that the COs are transparent, but, in the game, the background's magenta. :<
Title: [CO Fix+Source code] KS Editor Mod
Post by: Looki on March 07, 2010, 21:12:49
I can't fix the magenta thing. There's a stupid limitation in MMF that forces you to set a transparent color if there's no alpha channel.
I know the CO display is buggy, I have yet to find out why.

EDIT

http://clickteam.info/looki/Programs/KS%20Editor%20Mod.zip

Fixed the CO bug. The source code also comes with the zip, this way I can access and update it from every computer with internet access, and I don't really care if anyone sees it. It's horrible, though. :D
Title: Re: [CO Fix+Source code] KS Editor Mod
Post by: Pumpkinbot on March 07, 2010, 21:51:59
I can't fix the magenta thing. There's a stupid limitation in MMF that forces you to set a transparent color if there's no alpha channel.
I know the CO display is buggy, I have yet to find out why.

http://clickteam.info/looki/Programs/KS%20Editor%20Mod.zip

Fixed the CO bug. The source code also comes with the MFA, this way I can access and update it from every computer with internet access, and I don't really care if anyone sees it. It's horrible, though. :D
YUS. Thanks.

Edit: Uhh...the game freezes if I try to compress the maps for Outer Reaches or Gaia. :/

Edit: Never mind. X)
Title: Re: KS Editor Mod
Post by: Looki on March 11, 2010, 22:48:22
Well that sure sucks. Does it freeze or crash? There's a big difference X-P
Just tried Gaia, and it works fine. :huh:
Title: Re: KS Editor Mod
Post by: Pumpkinbot on March 11, 2010, 23:44:20
Well that sure sucks. Does it freeze or crash? There's a big difference X-P
Just tried Gaia, and it works fine. :huh:
Oh, pfargtl. I posted in the wrong topic. That was meant for KSDS. :P

Anyway, I'm still having lots of problems with this, too. First, I can only use the scroll wheel when I'm holding CTRL, to go by tens. :| Second, it seems that the level editor screws up the transparency if I make a new tileset or, mainly, custom object. It'll show up in-game with a magenta background.

Also, what is the difference between crashing and freezing?
Title: Re: KS Editor Mod
Post by: Looki on March 12, 2010, 14:43:56
Not sure about the scrolling, my guess is the World.ini editor somehow intercepts the messages sent to the level editor.
I honestly don't know about the transparency thing. I mean, I never save any kind of image.
But well, custom objects don't support magenta transparency anyway, I thought?

A crash is the consequence of an illegal operation, e.g. writing to a protected chunk of data in the RAM.
A freeze is basically just an "infinite" loop that stops the main program loop from being executed (Well, yeah, almost all programs use loops).
Usually they occur because the programmer forgot to set a limit or an exit for the loop.

Thanks.
Title: Re: KS Editor Mod
Post by: Pumpkinbot on March 13, 2010, 05:14:06
Not sure about the scrolling, my guess is the World.ini editor somehow intercepts the messages sent to the level editor.
I honestly don't know about the transparency thing. I mean, I never save any kind of image.
But well, custom objects don't support magenta transparency anyway, I thought?
...wat? Are you saying "Don't custom objects support magenta transparency?" or "Custom objects don't support magenta transparency,"?

A crash is the consequence of an illegal operation, e.g. writing to a protected chunk of data in the RAM.
A freeze is basically just an "infinite" loop that stops the main program loop from being executed (Well, yeah, almost all programs use loops).
Usually they occur because the programmer forgot to set a limit or an exit for the loop.
I see. Well, how the heck am I supposed to know when it's which? X-P
On an related note, I have DS Organize for my R4 and it crashed before. (I'm pretty sure it's a crash 'cause the screen turned red.) It had a red screen and it said "Guru Meditation Error" with a bunch of other code stuff on it. :P I lol'd. Guru...lol...
Title: Re: KS Editor Mod
Post by: Looki on March 13, 2010, 17:46:35
Well, magenta transparency NEVER worked for me with CO's!
Windows tells you that "the application does not respond anymore" when it freezes.
lol@Guru Meditation Error.
Title: Re: KS Editor Mod
Post by: Razzorman on March 13, 2010, 18:14:07
Guru meditation (http://en.wikipedia.org/wiki/Guru_Meditation)? Heck yes.
Title: Re: KS Editor Mod
Post by: Artix on May 15, 2010, 17:52:42
Here's an idea:

Why not make it so you can type in the number of the tileset you want, so you jump to that tileset instantly? It gets annoying scrolling through 100 tilesets to get to the one you want.

Edit:

See the attachment for an example of what I mean.
Title: Re: KS Editor Mod
Post by: Looki on May 15, 2010, 20:11:27
Not planning to make any updates.
I might make a completely new editor just for the challenge and fun once I have more time for these kind of projects.
Title: Re: KS Editor Mod
Post by: Artix on May 15, 2010, 20:44:58
Not planning to make any updates.
I might make a completely new editor just for the challenge and fun once I have more time for these kind of projects.

Oh, I didn't know you stopped working on this. It's a shame too, this is my favorite editor.
Title: Re: KS Editor Mod
Post by: Looki on May 15, 2010, 22:08:14
Thanks. :)
I didn't actually stop. I just don't have the time right now really. I might add this feature for you sometime..
Title: Re: KS Editor Mod
Post by: GrayFace on May 23, 2010, 19:52:14
The last version still overwrites changes made by Screen Editor to world.ini. Could you make a quick fix by just removing saving of world.ini? I don't use the built-in editor and I'm sure there are many others that don't need it too.
Title: Re: KS Editor Mod
Post by: Artix on May 26, 2010, 05:30:57
The last version still overwrites changes made by Screen Editor to world.ini. Could you make a quick fix by just removing saving of world.ini? I don't use the built-in editor and I'm sure there are many others that don't need it too.

I use the built-in editor. I find it quite convenient.

Just Ctrl+R in the script editor after using the Screen Editor. Save before opening the Screen Editor though.
Title: Re: KS Editor Mod
Post by: Looki on May 26, 2010, 09:31:43
I guess I could do that if you want, GrayFace. Going to school now so it'll take some hours till I can respond.
Title: Re: KS Editor Mod
Post by: TheDarkOne on July 26, 2010, 03:32:20
Maybe you could add some sort of "create custom object" thing since I do NOT have the skillz to do that. (PLEASE?! *BEGS*)
Title: Re: KS Editor Mod
Post by: GrayFace on October 23, 2010, 10:25:57
Have you changed the editor since the last release? I'm going to change the editor too, so I'd like to start with the most recent version.
Title: Re: KS Editor Mod
Post by: Headgrinder on October 28, 2010, 14:03:42
Yeah, did the world.ini over right issue ever get fixed?  This editor rocks totally in almost all ways, but I've had it delete all my world.ini modifications twice now.   >(
Title: Re: KS Editor Mod
Post by: Looki on October 29, 2010, 19:27:58
Hey, the public version is the latest. I have been working on other things and don't really plan a new version of the editor.
Sorry, for the ini bug, but I don't want to dig into that right now. I'm sure it's related to the inbuilt script editor... try avoiding to use it.
Title: Re: KS Editor Mod
Post by: GrayFace on October 31, 2010, 16:52:20
Yeah, did the world.ini over right issue ever get fixed?
I've just fixed it.
Title: Re: KS Editor Mod
Post by: Headgrinder on November 01, 2010, 13:11:11
Ohooohooo buddy.