07-06-2023, 06:50 PM
I'm still working on the Layered Spritesheet tool. And as a reminder, this is a 100% RPGMaker XP designed tool, though the resources can be used for whatever game you wish. I'm only using the Half Kaisers from the Half Kaiser Battler Project as an example. It could be used for Facesets or Charactersets for all intents and purposes.
But made with RPGMaker? Yes. And there are a lot of scripts involved!
Libraries and scripts presented in green are from sources other than RPGMaker and myself... aka other scripters. These include vgvgf for his wonderful Aleworks Input and text systems, and KK20 for the Prevent Deactivation script which allows the tool to remain functional even when you (the user) is opening another window. I mean, why should the system FREEZE and stop processing images when you open notepad?
Meanwhile, I do realize that editing original works can cause problems if I need to backtrack. So modded copies that overwrite the originals are shown in red. These include some methods within the Aleworks system and the bitmap processes. However, the edits to the bitmap processes were done to generate simple 'Image Processing' percent bars and a feature to prevent system freeze and crashes when an image requires an excessive amount of work.
If the Zlib PNG process and the color balance scripts were native to RPGMaker, neither of these would be an issue.
Basically, everything else is RPGMaker or mine... mostly mine. What's labeled as the REQUIRED BASE LIBRARY are the classes and methods needed from the original Scripts Library needed to function. And I could probably strip it down even more. I'm pretty sure the battle turns values in Game_Temp could go Poof.
Kishi's Kashed Audio allows you to have beeps and clicks play when using the tool, the actual audio effects actually encrypted and part of the rgsaad file as any graphics would be in a completed/encrypted tool. And the INI and Parsing scripts allows me to both read from the INI files, and use defined separators where necessary.
Think about it. I wrote an audio cache system that EnterBrainless couldn't figure out. Protect your audio works just like you do your graphics, guys!!!
A section entitled WINDOW CODE was my attempt to change the structure of the menu scrolling systems, allowing for mouse functionality, font use, and change the line heights in the windows. If I didn't, I would have been stuck with a 32-pixel height per line... and that's a lot. I admit, it is not the best. This I admit after finding some other demo that too has a very interesting and functional scrolling window replacement. But I have too much changed to re-adapt at this juncture.
After that, I have various Game, Window and Scene code sections. Yes, there are a lot of individual windows in use within the tool, and not all visible at the same time. And there are indeed sixteen pages of code just to handle the engine (Scene_Editor) itself. And it is this one massive 16-page script that runs at all time.
I don't know if what I've written is an OCD or ADHD nightmare... I've tried to clean up what I can to reduce any redundant code while keeping functionality. And so far, I have nearly all of it worked out. Along with Color Balancing, the Hues can be adjusted for all three sub-layers for any resource, and progress bars will show if any supplemental work is needed if color balancing becomes an issue. It's pretty much color balancing that requires the progress bars to appear. And the buttons I had initially disabled due to technical issues are now fully enabled.
I have some more cleanup to take care of, and documentation to write for this latest version.
Oh, joy... I love writing documentation.
But it is nearly done.
But made with RPGMaker? Yes. And there are a lot of scripts involved!
Libraries and scripts presented in green are from sources other than RPGMaker and myself... aka other scripters. These include vgvgf for his wonderful Aleworks Input and text systems, and KK20 for the Prevent Deactivation script which allows the tool to remain functional even when you (the user) is opening another window. I mean, why should the system FREEZE and stop processing images when you open notepad?
Meanwhile, I do realize that editing original works can cause problems if I need to backtrack. So modded copies that overwrite the originals are shown in red. These include some methods within the Aleworks system and the bitmap processes. However, the edits to the bitmap processes were done to generate simple 'Image Processing' percent bars and a feature to prevent system freeze and crashes when an image requires an excessive amount of work.
If the Zlib PNG process and the color balance scripts were native to RPGMaker, neither of these would be an issue.
Basically, everything else is RPGMaker or mine... mostly mine. What's labeled as the REQUIRED BASE LIBRARY are the classes and methods needed from the original Scripts Library needed to function. And I could probably strip it down even more. I'm pretty sure the battle turns values in Game_Temp could go Poof.
Kishi's Kashed Audio allows you to have beeps and clicks play when using the tool, the actual audio effects actually encrypted and part of the rgsaad file as any graphics would be in a completed/encrypted tool. And the INI and Parsing scripts allows me to both read from the INI files, and use defined separators where necessary.
Think about it. I wrote an audio cache system that EnterBrainless couldn't figure out. Protect your audio works just like you do your graphics, guys!!!
A section entitled WINDOW CODE was my attempt to change the structure of the menu scrolling systems, allowing for mouse functionality, font use, and change the line heights in the windows. If I didn't, I would have been stuck with a 32-pixel height per line... and that's a lot. I admit, it is not the best. This I admit after finding some other demo that too has a very interesting and functional scrolling window replacement. But I have too much changed to re-adapt at this juncture.
After that, I have various Game, Window and Scene code sections. Yes, there are a lot of individual windows in use within the tool, and not all visible at the same time. And there are indeed sixteen pages of code just to handle the engine (Scene_Editor) itself. And it is this one massive 16-page script that runs at all time.
I don't know if what I've written is an OCD or ADHD nightmare... I've tried to clean up what I can to reduce any redundant code while keeping functionality. And so far, I have nearly all of it worked out. Along with Color Balancing, the Hues can be adjusted for all three sub-layers for any resource, and progress bars will show if any supplemental work is needed if color balancing becomes an issue. It's pretty much color balancing that requires the progress bars to appear. And the buttons I had initially disabled due to technical issues are now fully enabled.
I have some more cleanup to take care of, and documentation to write for this latest version.
Oh, joy... I love writing documentation.
But it is nearly done.
This post written while listening to "Hellsing Ultimate - Black Dog" OST