Chronocrash Modders Tools

ChronoCrash Modders Tools 0.7.9.10.1

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Piccolo said:
My main objective with the level editor is to create a minimalist in-engine simulation ; that is you have a dot entity that spawn at the start of the level, you can move it around and as you go forward it triggers the spawn/group/wait/etc events. Clicking on an enemy entity will kill it so that the spawn/wait events flow continue to get processed accordingly. This simulation mode should basically give you an idea of what it is to play the opened level, abstracted from fighting & all.

that's exactly what I've had in mind.  :)
 
Hey Piccolo, just one more suggestion:

- OpenBORStats has a context help file, which shows part of the OpenBOR manual explaining the command you are using
z1NQAGA.png


Do you think its possible to add this? Its very helpful.
 
Hey O',

Yes it's possible, IIRC it's already been suggested before in this thread. The question for me is whether to provide only contextual information (regarding current command) or to also provide some kind of tree index/formatted manual somewhere listing all commands, like OpenBOR Stats has on the right of some of its layouts.
 
Yo Piccolo, it's been a while since I commented. I've been using your program little by little almost everyday, though work is slow because I've often distracted, but I've noticed in the animation tab, if I'm on the same animation long enough for any reason, the program crashes if I switch to another animation. The only way I'm able to get around this is to use the text tab. Just reporting this for ya, everything else seems to be flawless.
Well, there is this thing where if I set either box on a frame that's using drawmethod, the box will be set at, I think higher, points then when I set it, and I have to adjust the X and Y axis to the right position.

Just to add something else though, is there a way the "trees" for entities can start off closed? With them always open when you start, it makes it a bit tedious to close them all(especially after multiple crashes) just to get to the player folder, and would make getting to work a bit faster. This especially since when I'm at work, I'm using a touch pad for my tablet laptop, which isn't as precise as using a mouse.

x)
 
Ok noted thanks for the feedback, I'll see what I can do  ;)

About the left panel (entities trees, ...) I don't know if you already know but you can use the "F2" key to search for a specific file/entity/... (enter to validate). You can press "F2" again to change view (library/opened). When you get used to it I think it's pretty efficient.
 
I see. I tried it and it does work though you have to spell the name correctly, forcing me to have to type perfectly every time to get to the entity I want to use, and that's going to complicate it if the entities name isn't simple. I guess the best way to do this is to keep the entities name on standby with a notepad(I use notepad+, works better then the original) for copy and pasting.

EDIT:
Just tried again, and I don't know why it wasn't working before, but the entities do come up without spelling to the whole name and narrows the search. Guess you were thinking ahead on that one.  ;D

x)
 
seems to working fine, i will test more when i come home

i noticed that the blast attack type is not in red like other attacks
 
Piccolo said:
Anyone can test this version please ?

This is the version that added .pcx support from the end of july, but I managed to compile it the old way.

Now I can see the images at animation panel, but the icon doesn't show in the left bar
mlgeJzT.png


If you use BURN, the word won't turn red like ATTACK and the attackbox doesn't shows up
iIlRFJs.png
 
I don't remember if platform was discussed. You can add a visible platform block if you insert platform in the animation. So far it ain't visible at all.

platform_suggestion.png
 
I got the last version and I just see a small black box
Capturar.png


Question: its possible to add a gif export from animations? So we can export an animated gif from the current animation to show to other people?
 
Yep. It's from the previous one and I didn't have the last one. My mistake about it. Now that I downloaded the latest one, I see there is platform block added. Thank you. :) I see some very nice features in that tool. :D
 
I've found a bug:
If you double click on an enemy without an icon and go to animation, the program crashes.

And a suggestion: please add the Z value to the BBOX. Yes, bbox can have Z size, and OpenBORStats completly ignores it.

bbox {x} {y} {right} {down} {z}

~Determines where the entity can be hit.
~{x} and {y} are the x and y coordinates of the top left corner of the box, starting from the top left corner of the frame and moving right/down. {right} is how far to the right of {x} the box extends. {down} is how far down from {y} the box extends.
~{z} determines how wide the hit area in z axis. It extends to back and front. For instance, setting z to 20 means, the attackbox can hit 20 pixel away to back and front. NOTE: the axis of this z is not same with levels' z axis.
~You can use negative numbers or numbers outside of the frame's edges. This can save a bit of memory by shaving a few excess rows or columns of pixels off an animation.
~Can be used multiple times in one animation to change hittable areas mid-animation.
~To give an entity frames where they cannot be hit, use 'bbox 0 0 0 0 0'. Be sure to add a new bbox when the entity is vulnerable again.
~For items, this determines where the object can be picked up from.
 
bbox Z value will be processed in next update.

As for this bug :

Code:
If you double click on an enemy without an icon and go to animation, the program crashes.

It doesn't happen with my mod, so it must be something else.
 
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