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Author Topic: Golden Sun The Lost Age Editor Open Sourced (Dev alpha v0.5 download inside)  (Read 34380 times)
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« Reply #30 on: March 10, 2012, 09:55:27 AM »

Well that much goes without saying.  What I was saying above was basically not to look solely to atrius.  It wasn't complaining about bug reports, rather, it was me saying "Great, now you see a problem... so go fix it.  We can't have this all be on atrius anymore, the rest of us have the ability to fix these things now."
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« Reply #31 on: May 06, 2012, 01:43:41 AM »

Wow That's great! I was just about to suggest that you release TLA editor under GNU GPL.

I still think that Atrius should be one releasing the compiled binaries for every new version; it would be really confusing otherwise.
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« Reply #32 on: May 06, 2012, 05:33:50 AM »

I can agree with Mish. while we do have it to use, it would be better for people to point out problems and send that to atrius. then atrius can make a official version.
I downloaded v0.5 and i have to say... not sure what i'm doing... For now I'm sticking with v0.4 until atrius makes an actual update for v0.5

and i don't mean just tell artius the problem, fine the code that is the problem, and send in the code that would be used to fix it. it saves atrius time since he doesn't have much, and if someone else were really interested in it, it could make updates soooo much faster.
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« Reply #33 on: May 06, 2012, 12:10:55 PM »

Kain facepalms.

Guys, don't necropost.
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« Reply #34 on: May 06, 2012, 08:06:24 PM »

Don't worry about it Kain, it doesn't matter if the topic can still be relevant.
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« Reply #35 on: May 06, 2012, 09:03:57 PM »

Eh, touche'.
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« Reply #36 on: May 08, 2012, 11:19:53 PM »

You jumped on that one hard Kain. LOL.

I've been doing some looking at the code, and I really can't find anything wrong with it, aside from it being quickly done. I'll start cleaning it up at some point, and send you a copy of it cleaned up Atrius.
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« Reply #37 on: June 15, 2012, 05:46:24 PM »

Could be me, but I can't find where you can import Battlechar or charsets.. >.>
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« Reply #38 on: June 15, 2012, 08:16:55 PM »

It's in the "Sprites" section of the editor. And yes, the interface is quite confusing. I think you right-click the sprite to edit/export/import, though I'm not certain, as I haven't used it in a long time.
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« Reply #39 on: June 16, 2012, 01:23:51 AM »

There was once a version where you could press the spacebar for the selected sprite.

Edit: I checked again, and it still remains in the latest version. Except, you can only save sprites. ; Edit 2: So yes, I have the exact same question. How do we import sprites, anyway?
« Last Edit: June 16, 2012, 01:34:07 AM by Teawater » Logged

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« Reply #40 on: June 16, 2012, 07:39:01 AM »

Once you selected a sprite set double click on an image in that set to open the image editor.  There's an options button at the top left with a selection for loading from an image.
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« Reply #41 on: June 16, 2012, 08:48:27 AM »

Oh, yeah.  I feel dumb now.  Thank you very much.
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« Reply #42 on: October 01, 2012, 01:20:06 PM »

So an issue I've been having with the sprite editor thing. I thought I could use the Agatio sprites for one of the main characters if I exported them as an image and then imported them into the character's, but I still get a completely invisible character. Any idea why this is? I still have my dreams of playing through with Karst and Agatio as my main characters. Is it still a compression issue or am I just doing something wrong?
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« Reply #43 on: November 21, 2012, 08:11:55 PM »

Quick question? Is there any difference between this version and 0.4, besides this  being open source? If I am not a developer would I be better of downloading 0.4.



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« Reply #44 on: November 21, 2012, 11:13:58 PM »

Yes, there is. Version 0.5 has the newly introduced Data Viewer. 0.5 can also edit sprites in the Sprites Editor, I believe. So if you want to edit sprites, I suppose you could try it out...
« Last Edit: November 21, 2012, 11:15:54 PM by Teawater » Logged

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Today at 10:07:39 PM
Lord Squirtle: But what I was thinking of doing with the unused effects was figuring out which ones are still available and combining them; averaging out the differences between each one so they make up for the ones that are missing.
Today at 10:05:36 PM
Lord Squirtle: I may consider moving the effects to the end of the effect list, since I moved the pointer table and added some empty space on the end. My main concern with that is that it would be far less user friendly.
Today at 08:06:20 PM
Fox: Heh... Starting to make me want to add the Ability Editor to my own Editor now... So I can do that, and have chance values listed for each and every one. (So it is more specific than Atrius's editor.)
Today at 08:03:06 PM
Fox: Well, 0-255.
Today at 08:02:53 PM
Fox: The max probably being 255.
Today at 08:00:09 PM
Fox: (@Editor modification: In which case, I would recommend adding support up to the maximum number for future purposes.... if at all reasonably possible.)
Today at 07:53:50 PM
Fox: @Disabling them: It kinda would be a trade-off for those who want to use those effects that went unused.... ...  I have a suggestion, though... and it might be rather interesting. But have you thought about using one of the unused flags to like... switch out Effect lists? (So you can have your own if you don't want to modify the editor.) I imagine it is rather unnecessary, though. Since it is easy enough to extend the list with a quick editor modification.
Today at 04:46:01 PM
Lord Squirtle: And elements too from the looks of things.
Today at 04:44:05 PM
Lord Squirtle: Makes me wonder how much work it would take to add more djinn slots.
Today at 04:30:45 PM
Lord Squirtle: Well, total - 1.
Today at 04:30:13 PM
Lord Squirtle: Huh, neat. I think I found the part of the djinn battle menu code that decides how many djinn of each element exist.
Today at 02:53:07 PM
Lord Squirtle: I should probably look into disabling the multiplier chance for those now that I think about it.
Today at 02:52:17 PM
Lord Squirtle: I still am, but mainly because it doesn't look like there are any abilities that use those effects.
Today at 12:48:53 PM
Fox: Given what they effects are, though... (When they are useful)... it might not hurt too much. but wondered if making a note of it would have been a good idea.
Today at 12:37:34 PM
Fox: Are you still using effects 39-41,43 ? Asking because http://forum.goldensunhacking.net/index.php?topic=2448.msg41739#msg41739 - Those effects are used for something else, and I wonder if you accommodated for that?
Today at 04:33:09 AM
Lord Squirtle: Will check this out tomorrow because I have no idea why it isn't being consistent with me.
Today at 04:26:16 AM
Lord Squirtle: AND IT TURNS OUT I MAY NOT HAVE FIXED ANYTHING. Huh.
Today at 03:00:14 AM
Lord Squirtle: Oh, um, apparently I have to double check one of the calculations I thought I fixed because it's giving me the correct value but negative.
Today at 02:45:58 AM
Lord Squirtle: Looks like I left in a bug with the debuffs wearing off early, so after I fix that I will upload a patch; I will likely not add AI checks until I make more progress on my AI reforms though.
Today at 02:41:37 AM
Lord Squirtle: Haha, wow I really botched one of the Intellect buff calculations! Nothing too major at least, it only resulted in a text bug. 

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