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View topic - KiddEd: Alex Kidd In Miracle World Editor

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  • Joined: 24 Dec 2011
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  • Location: Norway
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Post Posted: Thu Dec 11, 2014 11:09 pm
Awesome!

First of all: THANKS CALINDRO !!!

I'd love to get started on a game as I have dabbled in game making
earlier in my life and might very well start after christmas exams.

I see that title screen editor is in place and that is AWESOME!!!

-Is there any way to alter music and/or sounds using KiddEd?
-How about physics (jump speed/gravity)?
-New powerups (increase jump speed for instance)?
-Can you edit cutscenes/storyline/map between levels?
-Increase/decrease number of levels?
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Post Posted: Fri Dec 12, 2014 1:41 pm
Hi rrobertsen,

rrobertsen wrote
-Is there any way to alter music and/or sounds using KiddEd?

Not yet, I hope sverx can help me with this using his cool PSGlib.

rrobertsen wrote
-How about physics (jump speed/gravity)?

I can add that in the next version.

rrobertsen wrote
-New powerups (increase jump speed for instance)?

The game uses constants for all its physics but I could try replacing them by variables.

rrobertsen wrote
-Can you edit cutscenes/storyline/map between levels?

Do you mean the textboxes by storyline or are you only referring to the transition from one level to another?
For now you can only change its appearance or just remove it completely.

rrobertsen wrote
-Increase/decrease number of levels?

You can already decrease the number of levels by placing the crown into a level or into one of the question mark boxes, or by changing the starting level. When placing the crown into a level other than the last one you will need to apply the hack "Make crown work in all levels" from the Hacks menu. You need to do this because when taking the crown the game will check if you're in level $11. If that's not the case the game will just reset.
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Post Posted: Fri Dec 12, 2014 2:51 pm
Thanks for the reply!

Quote
Do you mean the textboxes by storyline or are you only referring to the transition from one level to another?


I meant the short map screen where Alex is sitting eating his ricecake/
hamburger with the arrow pointing to where you going to next.

Basically I want to have a new map between levels. If the arrow still
points at the same place, that's fine and if Alex still sits there also is fine.
Perfect would be being able to alter where the arrow points as well

With that + the addition of being able to change the music in some way
or other, I think you could totally transform the game into a new one.
Which would be extremely interesting! :)

I already made a PSG tune in DefleMask tracker I'm so excited! :D
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Post Posted: Sun Dec 14, 2014 7:24 pm
rrobertsen wrote
Quote
Do you mean the textboxes by storyline or are you only referring to the transition from one level to another?


I meant the short map screen where Alex is sitting eating his ricecake/
hamburger with the arrow pointing to where you going to next.

Basically I want to have a new map between levels. If the arrow still
points at the same place, that's fine and if Alex still sits there also is fine.
Perfect would be being able to alter where the arrow points as well

Changing the map is already possible. For now just the graphics but changing the arrow positions is very easy and removing the eating Alex isn't hard either. So if there's no way to change these things using the editor by the time you need it I will help you with it :)
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Post Posted: Sat Dec 20, 2014 10:45 pm
I have made the first level of my hack with KiddEd and it is so much fun! I've attached the ips.

My hack starts at level 4 because i wanted the old man to give alex the copter, but after completing the design of the level, I realized the copter item the old man gives you is just a dummy :(

Is there any way to either:

-give items to inventory using an invisible entity (which could be placed directly under the copter the old man gives you)
-put a shop in a level which has no shop
-change alex to alex in copter at certain point

any of these solutions would work.

Also, these features would really help in the tileset view:

-rows columns numbering in tileset view
-solid/ unsolid/ killer tiles identified
-alter solid tiles to unsolid/vice versa
-highlight tile in set when hovering in level window

I'll probably redesign my first level. Shame the copter that the old man gives is just a dummy. Couldn't there be a way to make that copter dummy do what happens when you buy a copter in the shop?

Anyways, thanks! I love the editor and can't wait for the next release!
Hope my first level looks interesting :)
ak11.ips (23.55 KB)

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Post Posted: Sat Dec 20, 2014 11:23 pm
HI rrobertsen,

most of your questions should be answered in the ReadMe already but let me answer each of them for you :)

rrobertsen wrote
-put a shop in a level which has no shop

Yes, you can. Just place the corresponding metatiles. If you have tile attributes enabled it's the ones with the yellow S drawn on top of them. In the level settings editor you can select which shop to use.

rrobertsen wrote
-change alex to alex in copter at certain point
You can only set alex to alex in copter when entering the level. This is either starting the level, exiting the shop or closing the inventory/map screen. If you want the level to start in copter you can edit the Alex entity and set its Extra Data to 9.

rrobertsen wrote
Also, these features would really help in the tileset view:

tileset view? Do you mean the metatileset panel?

rrobertsen wrote
-rows columns numbering in tileset view

You want numbered rows and columns shown for the metatiles? What for? :o

rrobertsen wrote
-solid/ unsolid/ killer tiles identified

Enable "Show Tile Attributes" in the View menu.

rrobertsen wrote
-alter solid tiles to unsolid/vice versa

These can be altered in the Metatileset Editor.

[quote="rrobertsen"]-highlight tile in set when hovering in level window[quote="rrobertsen"]
ALT+Click works like a pipette. It will select the metatile you click in the Metatileset Panel.

rrobertsen wrote
Couldn't there be a way to make that copter dummy do what happens when you buy a copter in the shop?

Well, yes, you could do the same that happens when buying the copter in the shop but that wouldn't do what you might expect like I explained earlier in this post.

rrobertsen wrote
Anyways, thanks! I love the editor and can't wait for the next release!
Hope my first level looks interesting :)

I'm glad you like it! :)
Unfortunately I can't try your level right now because I really need to go to bed now! But I'll try as soon as I can :)
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Post Posted: Sat Dec 20, 2014 11:49 pm
Great!!

Thanks! the row/columns thing is not needed now hehe.

Thanks very much for your reply. I had to redesign the first level
becuase the game can't scroll upwards / backwards d'oh!

Stay tuned for a full hack!
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Post Posted: Fri Jan 16, 2015 4:57 pm
Hey guys,

KiddEd allows exchanging the sounds of the game now! :)
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Post Posted: Sat Jan 17, 2015 7:48 pm
Super good job like always. Thanks.
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Post Posted: Sat Feb 21, 2015 7:00 pm
Hey guys,

I've just released a new update of KiddEd.
The new version allows adding new screens to a level.
Another improvement is that now all levels can be converted to all layouts.

I've randomly discovered a video about KiddEd on YouTube. It's giving a little overview over some features available in KiddEd:
https://www.youtube.com/watch?v=_-qj0H7Pok0
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Post Posted: Fri May 08, 2015 12:40 am
Hi all, this looks great!!

Is there a way i can play this on genuine hardware?

If i could write it to an eprom and put it on a cart that would be great.
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Post Posted: Fri May 08, 2015 7:21 am
Getting a Master Everdrive would be the easiest way.
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Post Posted: Fri May 08, 2015 8:31 am
Maxim wrote
Getting a Master Everdrive would be the easiest way.

Ill have a look into that. Thanks :)
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Post Posted: Thu Jul 30, 2015 10:42 am
A major update of KiddEd has been released!
For Windows users that don’t have Java installed on their system an alternative download including Java binaries has been added to the downloads on KiddEd's page.

The update comes with several improvements. Many bugs have been fixed.

A first draft of a Physics Editor has been added. It allows editing the physics of Alex Kidd.

Hitboxes can now be selected for every sprite. They can be edited with the new Hitbox Editor accessed from the Sprite Editor's Edit menu.

The Sound Editor has been improved. It allows importing VGM files directly now and can export to PSG format. Besides that it allows adding new music slots, so for example you can use different songs for each level.

A french localization of the GUI has been added (translation by Revo). You can find it in Settings->Language.

Users of KiddEd can receive the update via the update system, others can check it out at
http://kidded.emulicious.net
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Post Posted: Sat Aug 01, 2015 9:40 pm
Great :) Thanks for the update!

So in time will it be possible to re-create the other Alex Kidd games using this editor to make them play like Miracle World?

If Enchanted Castle played like Miracle World, it'd be one hell of an awesome game :)
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Post Posted: Mon Aug 03, 2015 9:11 pm
NEO-GEO Man wrote
Great :) Thanks for the update!

So in time will it be possible to re-create the other Alex Kidd games using this editor to make them play like Miracle World?

If Enchanted Castle played like Miracle World, it'd be one hell of an awesome game :)

Re-create to what extent? Many aspects can already be edited.
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Post Posted: Thu Aug 06, 2015 3:50 pm
Calindro, the new version is great! Thx alot!
Soon send you more photos on the hack of Beatriz.
temp-05.png (5.67 KB)
temp-05.png
temp-10.png (11.92 KB)
temp-10.png
temp-09.png (7.79 KB)
temp-09.png

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Post Posted: Thu Aug 06, 2015 3:57 pm
Looking great!
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Post Posted: Sat Aug 08, 2015 8:38 am
it's very nice !
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Post Posted: Sat Aug 08, 2015 3:14 pm
Hi EmuBoarding,

nice to see you on here now! Thanks for sharing your progress! I really love your artwork! Keep up the good work! :)
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Post Posted: Sat Aug 22, 2015 1:07 am
Calindro wrote
NEO-GEO Man wrote
Great :) Thanks for the update!

So in time will it be possible to re-create the other Alex Kidd games using this editor to make them play like Miracle World?

If Enchanted Castle played like Miracle World, it'd be one hell of an awesome game :)

Re-create to what extent? Many aspects can already be edited.

So for example the levels from Alex Kidd in the Enchanted Castle could be made on this, so then playing that game would be possible on the Master System with the exact controls of this original Miracle World game?
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Post Posted: Thu Oct 08, 2015 9:14 pm
Last edited by Calindro on Fri Oct 09, 2015 3:19 pm; edited 1 time in total
NEO-GEO Man wrote
Calindro wrote
NEO-GEO Man wrote
Great :) Thanks for the update!

So in time will it be possible to re-create the other Alex Kidd games using this editor to make them play like Miracle World?

If Enchanted Castle played like Miracle World, it'd be one hell of an awesome game :)

Re-create to what extent? Many aspects can already be edited.

So for example the levels from Alex Kidd in the Enchanted Castle could be made on this, so then playing that game would be possible on the Master System with the exact controls of this original Miracle World game?

I don't know if this satisfies your question but yes, to some extent it's already possible. I think the best way to find out is to try it yourself. :)
Interestingly most users of KiddEd plan to actually do that.

----------------------------------------------------------------------------------------------

I've just released an update of KiddEd.

It comes with the following changes:

  • Most importantly: The issue with the Everdrive has been solved. All hacks saved with the new version of KiddEd can be played on an Everdrive now.
  • Fixed a bug that had stopped the bonus level from working correctly after adding screens to level 3
  • A bug in KiddEd's PSGlib sound engine has been fixed that could cause all sounds to be muted (thanks to Alianger for pointing it out)
  • Zoom and undo/redo have been added to the Metatileset Editor
  • The tileset selection has been removed from the Nametable Editor
  • All editors are now limited to valid tiles
  • The name of Alex during Janken Match has been added to the Text Editor (thanks to EmuBoarding for pointing this out)
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Post Posted: Fri Oct 09, 2015 9:23 am
Great changelog, I hope I will finally find the time to try it :)
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Post Posted: Fri Oct 09, 2015 9:54 am
Calindro wrote
[...] bug in the PSGlib sound engine has been fixed that could cause all sounds to be muted


You mean there's another bug in there? :| Please, details on this, pal!
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Post Posted: Fri Oct 09, 2015 10:04 am
sverx wrote
Calindro wrote
[...] bug in the PSGlib sound engine has been fixed that could cause all sounds to be muted


You mean there's another bug in there? :| Please, details on this, pal!

Nah, don't worry! That was a bug in KiddEd's PSGlib sound engine. When an sfx was forced to stop its priority didn't get cleared so lower priority sfx stopped playing. Sorry for the confusion!
PSGlib works like a charm! :)
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Post Posted: Sun Oct 25, 2015 7:52 pm
Congratulations for the editor of this great game .

I have made ​​changes in sprites and levels and have some problems.

- Dont let me edit the sprite Alex Climb.

- It looks bad the bonus screen.

- As you can edit the images ( letters) of Title?

Thank you very much and greetings

(I dont want to make all changes in sprites and levels again ...)
alex-bonus.jpg (344.4 KB)
alex-bonus.jpg
alex-climb.jpg (82.07 KB)
alex-climb.jpg

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Post Posted: Sun Oct 25, 2015 8:33 pm
dangerousdave wrote
Congratulations for the editor of this great game .

I have made ​​changes in sprites and levels and have some problems.

- Dont let me edit the sprite Alex Climb.

- It looks bad the bonus screen.

- As you can edit the images ( letters) of Title?

Thank you very much and greetings

(I dont want to make all changes in sprites and levels again ...)

Hi dangerousdave,

I need your file in order to help you.
I think you're not allowed to attach files in here, yet. You can send in your hack using the contact form on http://emulicious.net
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Post Posted: Thu Jan 07, 2016 4:43 pm
Hey, thank you very much for this very good editor :)
After playing around a bit with it, I got some questions:

How do these triggers work that let blocks disappear? There seem to be two kinds of them:
#1 the ones you have to hit
#2 the ones you have to go over

I can see the triggers and the lighter blocks for #1, but I can not configure which blocks should disappear. Is this already configurable?

Also, which level layouts do the castles have? Can they be added to normal levels too?

Can you add those showers from Janken's Castle to other maps too? Or the coming down spikes?
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Post Posted: Thu Jan 07, 2016 6:05 pm
badsector wrote
Hey, thank you very much for this very good editor :)
After playing around a bit with it, I got some questions:

How do these triggers work that let blocks disappear? There seem to be two kinds of them:
#1 the ones you have to hit
#2 the ones you have to go over

See attached file called Triggers.txt (I will add that file to the archive with the next update.).

badsector wrote
I can see the triggers and the lighter blocks for #1, but I can not configure which blocks should disappear. Is this already configurable?

You can edit the hidden blocks in Layout Editing Mode by holding down the CTRL key. With CTRL key only you can remove hidden blocks. With CTRL+SHIFT you can add new hidden blocks.

badsector wrote
Also, which level layouts do the castles have? Can they be added to normal levels too?

Conversion to castle layout is not supported yet, sorry.

badsector wrote
Can you add those showers from Janken's Castle to other maps too? Or the coming down spikes?

Yes but they only work correctly if there's no scrolling, i.e., in the very last screen of a level or in castle layouts.
Triggers.txt (1.25 KB)
Triggers
Entities.txt (1.65 KB)
Entities

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Post Posted: Thu Jan 07, 2016 6:22 pm
Wow, thanks for the fast answers. I will play around and test all the new possibilities :)
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Post Posted: Sat Jan 09, 2016 10:58 am
Somehow I can not get added vanishing blocks to work. Is there any trick to it, or did I use the incorrect metatile? On the other hand, I can only see one metatile that is loocking like this and solid.

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Post Posted: Sat Jan 09, 2016 11:10 am
badsector wrote
Somehow I can not get added vanishing blocks to work. Is there any trick to it, or did I use the incorrect metatile? On the other hand, I can only see one metatile that is loocking like this and solid.

It looks like you've put the metatiles there that already are there. You should put the metatiles that you want to get there when touching/hitting 4B instead. So if you want to make the blocks "vanish" you might want to place a passable metatile there.
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Post Posted: Sat Jan 09, 2016 11:15 am
Thanks, I got it now! I did not understand, that you can in fact spawn any other metatile there, not just let a tile "vanish". Very nice, thanks again :)

I know, I am asking a lot, but since we are on that screen, I thought I can ask you, how the vanishing if the block in the first pit is triggered, when hitting the yellow skull block?
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Post Posted: Sat Jan 09, 2016 11:18 am
badsector wrote
Thanks, I got it now! I did not understand, that you can in fact spawn any other metatile there, not just let a tile "vanish". Very nice, thanks again :)

I know, I am asking a lot, but since we are on that screen, I thought I can ask you, how the vanishing if the block in the first pit is triggered, when hitting the yellow skull block?

That's trigger 63. You can read about it in the Triggers.txt file. You could as well achieve the same effect with trigger 4B with extra data set to 1.
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Post Posted: Sat Jan 09, 2016 11:35 am
Again, thank you very much :)
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Post Posted: Mon Jan 11, 2016 10:10 am
Played around a bit and created a level in less than two hours. Then I played it on my Master System. Great tool!
KiddEd_Mod1.png (408.85 KB)
KiddEd_Mod1.png

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Post Posted: Mon Jan 11, 2016 3:01 pm
Hey, I think I found a bug. When I change the box contents for a level (level 3 in my case) it is also changed for every other level.
I may add, I changed the contents of the first two boxes to "44" (rice ball) and 30 (fish), maybe this messes something up?

I also got another question regarding the octopus: How can I add his "arm" no another level or other spot in the same level or remove it completely? I can not move or configure it (should be entity 42, right?) like other entities. If I add an entity and change it to "42" it won't be an octopus tentacle. Is this some kind of special object that only works in certain conditions?
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Post Posted: Mon Jan 11, 2016 5:34 pm
badsector wrote
Hey, I think I found a bug. When I change the box contents for a level (level 3 in my case) it is also changed for every other level.
I may add, I changed the contents of the first two boxes to "44" (rice ball) and 30 (fish), maybe this messes something up?

That's not a bug. That's how the game works. It's explained in the ReadMe. ;)

badsector wrote
I also got another question regarding the octopus: How can I add his "arm" no another level or other spot in the same level or remove it completely? I can not move or configure it (should be entity 42, right?) like other entities. If I add an entity and change it to "42" it won't be an octopus tentacle. Is this some kind of special object that only works in certain conditions?

Yes, to that last question. There's no way to add/edit the octopus tentacles yet, sorry.
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Post Posted: Mon Jan 11, 2016 6:52 pm
Calindro wrote
badsector wrote
Hey, I think I found a bug. When I change the box contents for a level (level 3 in my case) it is also changed for every other level.
I may add, I changed the contents of the first two boxes to "44" (rice ball) and 30 (fish), maybe this messes something up?

That's not a bug. That's how the game works. It's explained in the ReadMe. ;)


Missed the part with the red box, sorry for bothering you. Now I understand how it works.
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Post Posted: Fri Jan 15, 2016 10:30 am
Me and a friend are developing assets with KiddEd and Aseprite and are also drawing level designs on paper right now. Having lots of fun but also trouble with the way how metatilesets work. Working on a concept for getting them to work with our other level styles so that they do not interfere with each other.
Here is a first screenshot of one of our cave levels.
kidded_F.png (34.21 KB)
kidded_F.png

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Post Posted: Fri Jan 15, 2016 10:52 am
badsector wrote
Me and a friend are developing assets with KiddEd and Aseprite and are also drawing level designs on paper right now. Having lots of fun but also trouble with the way how metatilesets work. Working on a concept for getting them to work with our other level styles so that they do not interfere with each other.
Here is a first screenshot of one of our cave levels.

That's great! Please let me know if you need advice or if there's anything special you need to have implemented.
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Post Posted: Fri Jan 15, 2016 12:45 pm
@Badsector

Those graphics are great. So envious, when it comes graphics for me the cupboard is bare. Can't wait to see more.
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Post Posted: Fri Jan 15, 2016 1:52 pm
Thanks a lot, we are giving our best :) At some point we will need someone designing new sounds and music (I would like to make _some_ music too, but did not succeed converting my exported MIDI projects with MOD2PSG2). If you know anybody, please let me/us know.
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Post Posted: Fri Feb 19, 2016 11:25 am
Thanks to Calindro we are making good progress. Assets and levels are updated every few days and Calindro is helping us with all sorts of problems we encounter.

We are about to finish some more stuff over the next week and will open a dedicated thread with more screenshots and information when we are done.
cave_waterfall.png (8.39 KB)
cave_waterfall.png
cave_stones.png (5.35 KB)
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cave_lava.png (5.36 KB)
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medi_start.png (8.47 KB)
medi_start.png
medi_switch.png (8.29 KB)
medi_switch.png
medi_trees.png (10.02 KB)
medi_trees.png
cave_start.png (7.84 KB)
cave_start.png

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Post Posted: Fri Feb 19, 2016 5:19 pm
Damn, I really like that, badsector!
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Post Posted: Fri Feb 19, 2016 6:18 pm
Looks really good
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Post Posted: Fri Feb 26, 2016 9:15 pm
This is an amazing tool!
But I can't believe nobody tried to do a "Wonderboy" in Miracle World :)
Pushing the tileset of WB3 Dragon's Trap in AKIMW would be awesome IMO!
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  • Joined: 23 Feb 2016
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  • Location: Paris, France
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Post Posted: Sat Feb 27, 2016 1:49 pm
I have a question regarding the sprite editor, pardon me if it's a noob question: the readme says that "Most sprites are made of multiple tiles. In this editor the arrangement of these tiles within a sprite can be changed."

My question is: is it possible to actually change the tiles (composing the sprite) themselves ? not just rearange the existing ones?
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Post Posted: Sat Feb 27, 2016 3:15 pm
Of course, you just have to use the tile editor and choose Alex Kidd, Sprites... Then you can copy all tiles to paste them in a regular image editor (gimp, paint....).

Si tu veux du support en francais, n'hesite pas a me contacter par message prive ;)
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Post Posted: Sat Feb 27, 2016 6:30 pm
Revo wrote
Of course, you just have to use the tile editor and choose Alex Kidd, Sprites... Then you can copy all tiles to paste them in a regular image editor (gimp, paint....).

Si tu veux du support en francais, n'hesite pas a me contacter par message prive ;)

You can also just right-click the frame you want to edit in the framelist in the Sprite Editor. It will then select the whole frame in the Tile Editor.
See the section right below the one you've quoted from the ReadMe:
Quote
At the right of the window you will find a list of frames that make up the animation of the selected sprite.
Clicking on one of these frames with the left mouse button selects the clicked frame allowing its editing.
Clicking on one of these frames with the right mouse button opens the tiles of the sprite in the Tile Editor.
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