Chronocrash Modders Tools

ChronoCrash Modders Tools 0.7.9.10.1

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I have another suggestion now that im importing more and more anims, i always have to alignt first frame with idle animation perfectly so the transition looks good, when feet are perfectly in place where idle animation has them...

So can we have similar thing like the bind entity overlay but for a chosen anim of our entity and display chosen animation overlaid behind ?

So we can display first frame of idle animation or any animation in half transparency behind our current frame ? i tried to tinker with bind but i cant make the character be in offset center properly .

Kinda like onion skin for animation.

Also one thing - when we have offset set on frame3 as 100 200 and then we go to frame 5 and we want to adjust offset by scrolling mouse wheel when on offset X or Y box on top right then we should start from offset 100 200 and not from offset 0 0 , this will make things a lot faster too.

We rarrely need offset 0,0 if ever but we often need to adjust offset in small increments from last used offset.
 
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Also one thing - when we have offset set on frame3 as 100 200 and then we go to frame 5 and we want to adjust offset by scrolling mouse wheel when on offset X or Y box on top right then we should start from offset 100 200 and not from offset 0 0 , this will make things a lot faster too.

We rarrely need offset 0,0 if ever but we often need to adjust offset in small increments from last used offset.
Seems better indeed. I can at least make this an option, enabled by default, just in case.
If offset not present on frame N then create an offset starting with offset values of frame N-1 (or whatever previous frame that had an offset set).


For the other feature this is basically like onion skin but with some transparency ? Is it not better to make it a mode for onion skin ?
 
Yes like onion skin but just one specified frame overlaid on top of current animation.
Its just with anim idle and jump i do need to see the position of idle frame and jumping frame , but idle 1st frame and jump kinda middle frame so the moves will be aligned properly, so whatever is easier to implement just to get that kinda of overlaid frame on top of our character.

Right now i just have to copy idle frame with its offset to other anims to take care of it or i just keep my finger on screen to mark where the feet should be .
 
Piccolo updated Chronocrash Modders Tools with a new update entry:

Changelog 0.4.7.4

ENTITY EDITOR

- When adjusting offset values on a frame with no offset values, default values will now be the offset values of previous frame with an offset set (instead of 0 0 as before)



- Onion Skin : added an arrow button to the right of onion skin button to change mode. Now you can switch between classic mode, semi-transparent overlay, opaque overlay, and fully transparent overlay.

WARNING : switching between mode will not toggle the onion skin/overlay. You...

Read the rest of this update entry...
 
Think I know what @bWWd means. It's often really important to refer back to another animation (usually, but not always Idle) as a base. Often as not, I'll grab a base frame and copy it into the animation I'm working on just so I don't have to keep going back and forth.

Onion skin from selectable animation/frame would be a really nice time saver.

DC
 
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@O Ilusionista, @Piccolo,

Sorry guys, I should have done a better job of deep diving the interface. It's a huge pet peeve of mine when people beg for existing functionality, and now I'm guilty of it! 🤐

DC
 
@O Ilusionista, @Piccolo,

Sorry guys, I should have done a better job of deep diving the interface. It's a huge pet peeve of mine when people beg for existing functionality, and now I'm guilty of it! 🤐

DC
No problem, it was part of the things that were a bit hidden and worked in a non-obvious way, the reworked version is a lot more intuitive.
 
@Piccolo hey buddy, I am testing the new version and it looks great.

I saw that you added my suggestion about the Wait position, but it's working on a reverse way - it shows the distance from the NEXT wait (hance why you see -35).
In fact, this should should display the cursor distance from the PREVIOUS wait, so we can have a visual clue of the right distance from the left edge of the screen
1701436059109.png
 
@Piccolo hey buddy, I am testing the new version and it looks great.

I saw that you added my suggestion about the Wait position, but it's working on a reverse way - it shows the distance from the NEXT wait (hance why you see -35).
In fact, this should should display the cursor distance from the PREVIOUS wait, so we can have a visual clue of the right distance from the left edge of the screen
It is supposed to work like that, it's negative only for the area before the first wait. But maybe it doesn't work properly with some levels, I'll check with other levels to see ;)

EDIT : yeah just tested on some other level and I get the problem you have, will fix this
 
Can we change default highlight color ? the cyan bg makes very hard to read black text
I dare anyone to read that
1701466511946.png

Can we just make it red cause it just works ?
 
For some reason this animation gets attack 0 0 0 0 0 added out of nowhere when i save the char...

Oh actually attack 0 0 0 0 0 gets added to ton of anims now


Code:
anim    freespecial10

    loop    0
    offset    86 256
    bbox    59 25 75 232
    delay    3
    fastattack    1
    forcedirection    -1
    attack 0 0 0 0 0 0 0 0 0 0
    dropv 5.0 12.0
    frame    data/chars/heman/p_k_1.gif
    sound    data/chars/heman/kick.wav
     frame    data/chars/heman/p_k_2.gif
     delay  5
     frame    data/chars/heman/p_k_3.gif
          hitfx    data/sounds/beat2.wav
     blast    41 19 227 251 20 970 1 0 0 60
    attack 0 0 0 0 0 0 0 0 0 50
    dropv 3.0 9.0
     frame    data/chars/heman/p_k_4.gif
     blast 0 0 0 0 0 0 0
     frame    data/chars/heman/p_k_5.gif
     frame    data/chars/heman/p_k_4.gif
          frame    data/chars/heman/p_k_5.gif
     frame    data/chars/heman/p_k_4.gif
     frame    data/chars/heman/p_k_6.gif
          delay 7
     frame    data/chars/heman/p_k_7.gif
     frame    data/chars/heman/p_k_8.gif
     frame    data/chars/heman/p_k_9.gif
 
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Hey buddy,
talking about the colors, I think the widget colors could be improved on the dark theme.

In normal mode, you can clear see all the tabs easily:
IBwXf8U.png


But in the dark mode, there is a black text over the white one, which makes it very hard to read (specially for my 40+ eyes, lol)
jez4XDQ.png

If they could be just white, it would solve the problem

And just for curisity: any reason for the tabs to be bigger in the dark mode?
 
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