Gaming Pushmo/Pullblox Level Editor

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elisherer

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Just finished making it...

Website: http://code.google.c...hmoleveleditor/


plescreenshot.png


Functions:

* Open from QR Code
* Make QR Code / Card
* Load/Save in a binary format
* Import from a picture
* Full 'Pushmo Studio' editing...

To come:

* Translations
* Undo / Redo

Release Log:

v1.3.1

* fixed check for updates on startup
* fixed new file saving bug
v1.3
* Accurate palette (thanks to dukesrg)

* Language file is the same as 1.1.9
v1.2
* Added modification by caitsith2 for the Palette editor
* Fixed a localization bug..where ini in folders are read too..
* About box updated..
v1.1.9
* Added checking for updates (can be disabled)
* Retro palette is now accurate (thanks caitsith2)
* Changed manhole logic: Upside-down determined by the location
* All pushmo's flags are now documented
* Added 'Large' flag in the properties (doesn't seem to matter)
* Fixed some bugs
v1.1.7
* Added credits for more sources
* Added localization
* Added show grid checkbox
* Modified the look of the QR Card (nicer)
* Modified the workspace for background and transperancy
v1.1.5
* fixed: transparency when importing
* fixed: pullout switches change of color
* added: save button
v1.1.0
* fixed: error when dragging to away from the top or the left
* fixed: error when loading a picture which Height > Width
* fixed: error when importing a picture, palette doesn't update
 
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This is absolutely amazing! Great work, my friend. ^_^

I found a small bug though. If you click and drag off the chart you get a unhandled exception 'out of array bounds' error. The program doesn't crash though, so you can probably just ignore it. :P
 
I'll work on getting your exact values for you later, Eli :) Nice release, buddy! The picture importing still needs a bit of work, it looks like. Looks like you're using the logic we discussed last night :)

EDIT: Import from image seemed to work perfectly for me ;) I'll keep trying to produce the errors others are experiencing and see if I can pinpoint it in your code.
 
To anybody: I can't get the import picture feature to work without errors, any solutions?
Whenever I get this error, it's always on the same picture. I've only gotten the error on one picture, I'm not sure if it's a compatibility issue with certain file types or something else completely.
 
its being fixed don't worry about it:

* error when dragging to away from the top or the left: FIXED
* error when loading a picture which Height > Width: FIXED
* error when importing a picture, palette doesn't update: FIXED

new version soon...
 
v1.1
* fixed: error when dragging to away from the top or the left
* fixed: error when loading a picture which Height > Width
* fixed: error when importing a picture, palette doesn't update
 
Another great program, good job eli :D

But hey, why did you remove that dynamically colored pullout switch icon? It was in r11...
EDIT: And a suggestion: A regular "Save" feature, it's kinda annoying to have a dialog pop up every time you want to save something...
 
Holy freakin' awesome! GREAT WORK! The only issues I see so far are an incorrect color pallete (importing an image looks great in your app, but the colors are wrong in the game) and adding a "save" feature would be great so we don't need to write out QR codes any time we want to save our in-progress level.
 
Holy freakin' awesome! GREAT WORK! The only issues I see so far are an incorrect color pallete (importing an image looks great in your app, but the colors are wrong in the game) and adding a "save" feature would be great so we don't need to write out QR codes any time we want to save our in-progress level.
Just 'save as' bin file and 'open bin' to retrieve it.

Also, the color pallete of the game is very limited so the app has to approximate color values. (The adjustment could be made in real time though) I think we're spoiled enough as it is though, this is so awesome.

Lol, 2000 snail droppings ^_^

:grog:

 
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ladders do not work correctly in game, choosing an upside down one on the program makes a normal ladder in game.
 
Bug fix for you. Bug is if you zoom the QR code preview, then move the mouse into the right or bottom half of the preview image.

Code:
private void pictureBox_MouseMove(object sender, MouseEventArgs e)
{
var clr = _bmp.GetPixel(e.X / (btnZoomIn.Checked ? 2 : 1), e.Y / (btnZoomIn.Checked ? 2 : 1));
lblColor.Text = string.Format("RGBA({0},{1},{2},{3})", clr.R, clr.G, clr.B, clr.A);
}

While we are at it, inside of btnZoomIn_Click, at the end of the existing code, insert this line.

Code:
btnZoomIn.ToolTipText = (btnZoomIn.Checked ? "Zoom Out" : "Zoom In");
 
Thanks for all the hard work elisherer!
Here's a Pushmo QR I made of a shiny Giratina origin forme from Pokemon:
w9tdp0.png
 
ladders do not work correctly in game, choosing an upside down one on the program makes a normal ladder in game.

Actually they do. Chances are, the game is enforcing its rules on what type of ladder it is. Its an upside down, if and only if it is placed on the bottom side of a block, that has at least one other block of the same color above it, otherwise, its right side up. This means, if you placed an upside down ladder on a block that is only one pixel wide vertically, the game is going to render it as a right side up ladder instead, when you go to actually play the level.
 
ladders do not work correctly in game, choosing an upside down one on the program makes a normal ladder in game.

Actually they do. Chances are, the game is enforcing its rules on what type of ladder it is. Its an upside down, if and only if it is placed on the bottom side of a block, that has at least one other block of the same color above it, otherwise, its right side up. This means, if you placed an upside down ladder on a block that is only one pixel wide vertically, the game is going to render it as a right side up ladder instead, when you go to actually play the level.
ah! i did not know that :( thanks.
 
Does this allow you to "cheat the system" by any chance to allow the game's engine to load a level that features more than 8 colors, or multiple pull-out buttons?
 
Does this allow you to "cheat the system" by any chance to allow the game's engine to load a level that features more than 8 colors, or multiple pull-out buttons?

No chance of that, and max colors is 10, not 8.

Multiple pull-outs of the same color? For that, intentionally make more than one of your pallete entries the same color, then you can use that many pull outs of that color.

The one system you can cheat though, is the level editing/sharing lock.
 
Bug fix for you. Bug is if you zoom the QR code preview, then move the mouse into the right or bottom half of the preview image.

Code:
private void pictureBox_MouseMove(object sender, MouseEventArgs e)
{
var clr = _bmp.GetPixel(e.X / (btnZoomIn.Checked ? 2 : 1), e.Y / (btnZoomIn.Checked ? 2 : 1));
lblColor.Text = string.Format("RGBA({0},{1},{2},{3})", clr.R, clr.G, clr.B, clr.A);
}

While we are at it, inside of btnZoomIn_Click, at the end of the existing code, insert this line.

Code:
btnZoomIn.ToolTipText = (btnZoomIn.Checked ? "Zoom Out" : "Zoom In");
Thanks... this is the same imagebox from 3dsexplorer...i guess i havnt zoom ever...


 

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