Chronocrash Modders Tools

Chronocrash Modders Tools 0.7.9.10.1

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MAIN

Added full support for palettes, in "Anim" editor (all parts, including binding and overlay entities), and "Level" editor (map property) @DCurrent

In animation editor you can change the palette of main entity using the "Palette" list above the current sprite.

For bindings and overlay, it's right under the animation selector.


For ".act" palette support I'll need someone to send me samples (sprite + act for alternate palette) to make sure it works too. For now I just made sure it works with png/gif. If "act" can be read with the same image code then it might work as well, but I wouldn't count on it.


OTHER
Added in-app instructions button in "Prepare PAK" tool.
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LEVEL EDITOR

- Added support for "flip" (direction property)
- Group tinting : fixed looping bug where color loop started on 8th group instead of 7th (the 7th group would get the same color as the 6th)



OTHER

Fixed Tools -> Tool Dialog -> Prepare PAK. Use this tool if you want to create a copy of your chars folder that includes only the files referenced in txt files. Useful to create a trimmed version of chars folder for release, and reduce size of PAK.
LEVEL EDITOR

You can now customize group tint colors in : Edit -> Settings -> Level -> Groups Tint Colors @bWWd



ANIMATION EDITOR

Preview for "move" command will now adjust based on frame jump. For example if you read the animation forward normally, frame jump is "1". If you skip one frame forward, frame jump is 2. If you go back one frame, frame jump is -1. And so on. Effective move was computed as current move value, as if frame jump was always 1. Now it's computed as current move value * frame jump. So concretely if you go from frame n to frame n-1, the move will go backward. @Kratus



Still, jumping frame won't read the animation backward to change current move value if "move" command is not defined on jumped frame, nor it will reset move value if a "move" command is not set on selected frame (or if it's not frame 0, as frame 0 automatically resets move value to 0).
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Animation editor : added preview support for "move" command. The entity will now move "x" pixels according to move command setting in animation text content @Kratus



LEVEL EDITOR :

In bar above level, added three buttons :

- Prev wait / Next wait : will move screen (red frame) from one wait to the next

- Tint by groups : toggle button that will tint entities based on their group. Useful to quickly view which entities belong to which group. Note that if you have more than 6 groups defined, the tinting will start looping colors.

@bWWd @O Ilusionista
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Added option "Double click to load element in list" to make it consistent across all widgets whether a single click or a double click will trigger loading the selected element. By default it's disabled, which means a single click will suffice to load element in list.



Added start up prompt to let user choose if he wants to load last session (list of opened files last time) or create a new session.



In animation editor, you can no longer write a line starting with anim after the first line. As soon as you write "anim" at the beginning of a line and it's not the first line, it will be automatically commented. That way when copy-pasting an animation (with its name) in another animation, the "anim" line of the pasted animation will be automatically commented, and will not trigger code related to animation checking. @O Ilusionista



You can now change frames with arrow keys when focus in on frame selector @Kratus
Dark theme : main editor search colors fixed @O Ilusionista


Added option "Main editor - anim selector on left side" to put new anim selector to left side instead of right @bWWd


Fixed major bug where if you loaded a file from session (opened files list), made changes on it without saving, and then loaded this file from library list (the one with all entities, not opened files list), it would actually reload the file and erase your changes. Now the two lists (library and open files) are more tightly linked so that it doesn't happen anymore. @O Ilusionista
Minimum height of window was quite high due to left vertical tabs margin, especially in dark theme, making the window unable to properly go in full screen on smaller screens (height < 800 pixels). Now it's fixed and the window should be able to properly go full screen even if height is as small as 600px @maxman
In animation editor, added a button "Disable box border" (above the sprite) to disable the black outer border of body boxes, attack boxes, and range boxes. You can toggle in on/off by pressing the button. Without this outer border there will be no ambiguity where the box boundaries start/end @Kratus
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In main editor, when an entity file is loaded, there is now a right side panel that lists all animations (same as in entity/anim editor).
This side bar lets you scroll instantly to the portion of the text that corresponds to selected animation. @bWWd

Same as in entity/anim editor, you can filter the anim list using "F3" key or the search widget at the top of the panel.
"Tools" -> "Convert Mugen character" was not working on Windows. Now it does. @maxman
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