Chronocrash Modders Tools

ChronoCrash Modders Tools 0.7.9.10.1

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Sure Maxman, don't hesitate to post requests/bugs here, even if I don't have the time to look into them.

But as a matter of fact, I'll probably have the time to look into these very soon.
 
You know, I have been trying to use this tool more recently, backing up the entire mod in a zip file of course, but there's something I wanted to bring up. This is minor, but when you make Attack and BBox in this tool, I come up with negative values since I start from the right and go left, depending on the highest and furthest point of the pixel. I don't think it's a big issue but if it doesn't take too much time, is there a way to tweek that so you still get normal values when drawing boxes?

x)
 
DJGameFreakTheIguana said:
You know, I have been trying to use this tool more recently, backing up the entire mod in a zip file of course, but there's something I wanted to bring up. This is minor, but when you make Attack and BBox in this tool, I come up with negative values since I start from the right and go left, depending on the highest and furthest point of the pixel. I don't think it's a big issue but if it doesn't take too much time, is there a way to tweek that so you still get normal values when drawing boxes?

x)

Yes, I'll look into that too, should be an easy fix.
 
Thanks for the update, Piccolo. :) Now I have some more requests.

- For levels, could you add a pixel measurement/position if a cursor is placed around the stage? It's similar to Stats where you see pixel numbers measured from x and y pos. (Pixel reader. hehe)
- You can provide a zoom in/out function for levels if you want to zoom in and out while working on the level(s).
- We need groupings of any entities, especially enemies.
- Even the grouping of scrollpos, group (min/max), wait, in a (little) similar way to BORed. Dunno if you have tried BORed 'cause it was a level designing program for BOR/OpenBOR which you can group enemies' spawns with waits and scrollpos in group(s).

EDIT: About pixel position, it can be outside of pixel stage because you can place or widen a wall (just like Stats where you place a cursor outside of stage).
 
Yo Piccolo. I tried this at work for a while. The tool still gives negative values to Y value boxes, but X values work.

I also use Drawmethod on the character I'm testing this on, and the engine doesn't change the sprite's size, so adding boxes onto them will be a problem.

Another minor thing here, but I use the Animation tab since has both the animation and text file side by side which is nice as hell, but I find myself constant resizing the two windows because clicking either side makes the other slide over too far then needed. Would be better if those windows stayed the same size unless changed by the user.

I will say I like the new look to the animation window, looks real good.  :)

x)
 
Thanks for the feedbacks guys, I'll handle all these requests in the coming week.

maxman said:
- You can provide a zoom in/out function for levels if you want to zoom in and out while working on the level(s).

That one is already here though, using the mouse wheel. But I guess I could add some kind of software controller too.
 
I didn't know you can use a mouse wheel for zooming. Clever idea. Too bad my mouse (with a wheel) started not to work for me anymore (before Chrono Tools began its progress). If I buy one, I'll try it. Now I'm using a touch pad.
 
I just discovered the project. It's a great initiative. It will certainly bring a lot of potential creators to the Openbor scene. (or not)
I like the idea.
I have not tried it yet, but is there a way this program handle BB's custom slams system?
Some visual GUI to create binding stuffs without launching openbor numerous times?

(for the moment I use a slow motion command and do the bind pixel by pixel...)
Such a feature would make my game creation so much fast.

Anyway, good luck with it, I'll give it a try (and make saves of course)
 
nedflandeurse said:
Impressive project.
-Will it allow custom slams "slamstart" script as a visual editor?
-Can be good if it's compatible with old mods (so they can be edited easily)?
-Also, what about some copy saving feature (I don't know, something creating a save temporary if engine crashes.)

nedflandeurse said:
I just discovered the project. It's a great initiative. It will certainly bring a lot of potential creators to the Openbor scene. (or not)
I like the idea.
I have not tried it yet, but is there a way this program handle BB's custom slams system?
Some visual GUI to create binding stuffs without launching openbor numerous times?

(for the moment I use a slow motion command and do the bind pixel by pixel...)
Such a feature would make my game creation so much fast.

Anyway, good luck with it, I'll give it a try (and make saves of course)

Memory problems Ned ? Just kidding  :P

To answer again, I might add a full fledged slam editor. Especially if there is a "high" demand.
 
I have another request for it. Can you make something for switching from one OpenBOR project to another to work on?
 
Ok, I've handled almost everything except grouping which I don't really know what to do with. Maxman, can you elaborate on this and provide a link to that BORed editor please.
 
Isn't BORed, another name for OBeditor? I've always thought they were the same program.  O.o
If it is, we have it here in downloads/Tools page 2.
 
BORed is a level editing tool. You can fix the spawns of non-player entities and such. It's quite different from OBEditor which you can edit characters, stages, etc.

EDIT: Never mind about what I said "not working". It can only open levels that have no scripts.

maxman said:
I have another request for it. Can you make something for switching from one OpenBOR project to another to work on?

Example:
I change my OpenBOR project(s) from Double Dragon to Mega Man or Castlevania.

EDIT 2: I tried working on the spawns but it seems I can't spawn them like I used to. I forgot how I did. I did make stages with BORed before but this is frustrating that I can't automatically spawn enemies.
 
maxman is saying.  We can add multiple modules in the front screen at the moment.  But is there a way to switch the active mod without restarting the program?
 
Oh I understood this part. As I said it's that part :

- We need groupings of any entities, especially enemies.
- Even the grouping of scrollpos, group (min/max), wait, in a (little) similar way to BORed. Dunno if you have tried BORed 'cause it was a level designing program for BOR/OpenBOR which you can group enemies' spawns with waits and scrollpos in group(s).

That I need more explanations.
 
Here are examples about how BORed looks like. (I'm sorry for the very huge images. I will resize it when I have time.) There's level display, debug info, level command, and spawned entity info.

G in green represents 'group'. W in white represents 'wait'. The white box at the bottom of the enemy's foot is the spawn position or probably 'at' (scrollpos). The yellow line is a wall as we know it.

7_5_16_10_11_53_PM.png


7_5_16_10_12_41_PM.png


7_5_16_10_23_16_PM.png


In this part, you put a cursor on the spawned entity (whether it could be in spawn name, coords, at, or whatever). Then click on "Go To Spawn" and the yellow box (not wall) will point out on the spawned entity you pointed out. Plus the white line that connects to the spawned position of that non-player.

7_5_16_10_52_53_PM.png


The interesting thing is that you can toggle to display/hide level layers like BG, FG, walls, panels, waits, groups, and spawns. You can widen widescreen or return to original screen (Can't explain well about widening screen and going back to original size; I think it could be for resolution screen where you have placed enemies' positions around for attacking you :) ).

Warning: This level editor can only open levels that have no scripts. However, there may be a crash unexpected depending on the level you open.

http://www.mediafire.com/download/fi6z2m57vnlatk7/BORED_8.zip

It's been so long I've not been using it.
 
Updated.

Did not implement a lot of "grouping" stuff in visual level editor as I still can't see a practical way of doing this. You'll just see "bars" representing group and wait.

The thing is, I can see how a visual editor is a really good thing for wall / hole editing, but other than that not so much, so its hard for me to develop things without having a clear sense of how they are going to be useful.
 
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