Idea for an excellent sprite editing tool for Foundry, a tool function that internally has other very interesting and dedicated ones all for sprites of all types #94
A good idea that would make it easier for many who want to edit SMB3 levels with Foundry would be to provide a function inside it opens a window there could be a menu at the top left with an adequate width to contain a name and that would be used to change internal objects of your choice, objects that would be the sprites of the game, under the menu a box that could appear inside the group of saved tiles depicting the sprite in the selected menu, of an adequate size, not too small and not even too big, which would only serve to understand what was saved in our memory so as to remember what we are working on.
On the right, always at the height level of the previous menu mentioned, there should be a selection function (the one with the white circles to select) between four elements placed in a horizontal row with written 1,2,3 and 4 which would depend on the menu in top left, and below, a large main work pane (the most important part), where you can view the multitude of pixels that form a sprite image, one of the four moving ones chosen in the selection at the top between 1,2,3 and 4 .
To be able to modify a group, then the user should at the moment select from the menu at the top left, the single sprite or the desired group of sprites, if a group forms a moving image select the part that will become the frame of the game in the game. moving image.
Bottom left, where should be the box containing the image (of modest size) depicting the spite in memory that the .nes file has and at that moment selected in the menu at the top left (or together with the selection at the top right if the menu selection contains 4 moving sprites), to the left of the large box for pixel modification and below the image in memory display box, there should be a third box of the same size as the other smaller one depicting the image of the memory, and should be placed under the spite choice menu, which initially would be empty, but if I could select parts of the image I would be modifying in the big right square, those copied pixels, possibly with a right mouse button command held down to enlarge the desired selection, by carrying out a copy command, the selected and copied piece would appear right there as a reminder update me what has the computer in memory on the parts I choose to leave in memory to make a collage.
this other box would then serve me as a reminder in case I did give a copy command, to see always keeping my memory as an extra resource, to use this when I needed it giving a command to paste that would end up in the most box large pixel work, a box that, at the time of use must have a red border to indicate the function, wait for me to choose the position, once chosen it would obviously not be permanent, unless a "back" button is provided ( where the would dedicate a lot of memory on the user steps to memorize).
You might think you have:
1- an "export sprite" button intended as an export of the sprite visible at that moment in the large pane on the right;
1- another copy button;
1- one of paste;
1- and an export / import bitmap.
So four buttons in total.
and the part of the four possible colors to use somewhere in the window.
If I have not said it before, if the sprite were a single image of four tiles does not foresee movement then the four options at the top right would tend to be unselectable except for one, but since there are no other possibilities it remains locked on sprite selection number 1.
You could also think of a button to open an additional window for that sprite to give it a possible technical attribute,
for example:
To the image of the coin I could give a walkable attribute so that I could jump on it, but if I jumped from under it and hit my head I could take the coin,
o a dangerous object attribute that could make Mario die in short one or more possible game attributes when possible to attribute,
to the sprites of the map, for example, an attribute could be that of not scrolling, or scrolling in reverse if possible, or stopping the cycle in one spite, usually one, the first of the series.
Returning to the spite editing window, there could be a function button for the design, fill, with the icon depicting the bucket that would use the color selected for the fill function,
neighbors could be the delete all button that would bring each pixel in the work frame immediately to black 0F.
Obviously there could be the most important commands such as backward that I said before and forward, to avoid losing the command if we would have pressed the "back" button or, to repeat the action with "forward"
(these are important fictions) with no menus there, all commands thanks to the use of these with the function buttons.
as an additional drawing tool and in order not to over-occupy the window there could be some drawing tools all inside a button could open a drawing tools window that would take the place of the tool held in your hand,
and the button would open the window would only be the tool drawn as an icon above the button and that should in practice open a selection of multitude of tools that in a nutshell would be drawings to be pasted of various types, both to be used with a push of the button left and then imprint the exact image where you want, or to use that design as a brush.
A good idea that would make it easier for many who want to edit SMB3 levels with Foundry would be to provide a function inside it opens a window there could be a menu at the top left with an adequate width to contain a name and that would be used to change internal objects of your choice, objects that would be the sprites of the game, under the menu a box that could appear inside the group of saved tiles depicting the sprite in the selected menu, of an adequate size, not too small and not even too big, which would only serve to understand what was saved in our memory so as to remember what we are working on.
On the right, always at the height level of the previous menu mentioned, there should be a selection function (the one with the white circles to select) between four elements placed in a horizontal row with written 1,2,3 and 4 which would depend on the menu in top left, and below, a large main work pane (the most important part), where you can view the multitude of pixels that form a sprite image, one of the four moving ones chosen in the selection at the top between 1,2,3 and 4 . To be able to modify a group, then the user should at the moment select from the menu at the top left, the single sprite or the desired group of sprites, if a group forms a moving image select the part that will become the frame of the game in the game. moving image.
Bottom left, where should be the box containing the image (of modest size) depicting the spite in memory that the .nes file has and at that moment selected in the menu at the top left (or together with the selection at the top right if the menu selection contains 4 moving sprites), to the left of the large box for pixel modification and below the image in memory display box, there should be a third box of the same size as the other smaller one depicting the image of the memory, and should be placed under the spite choice menu, which initially would be empty, but if I could select parts of the image I would be modifying in the big right square, those copied pixels, possibly with a right mouse button command held down to enlarge the desired selection, by carrying out a copy command, the selected and copied piece would appear right there as a reminder update me what has the computer in memory on the parts I choose to leave in memory to make a collage.
this other box would then serve me as a reminder in case I did give a copy command, to see always keeping my memory as an extra resource, to use this when I needed it giving a command to paste that would end up in the most box large pixel work, a box that, at the time of use must have a red border to indicate the function, wait for me to choose the position, once chosen it would obviously not be permanent, unless a "back" button is provided ( where the would dedicate a lot of memory on the user steps to memorize).
You might think you have: 1- an "export sprite" button intended as an export of the sprite visible at that moment in the large pane on the right; 1- another copy button; 1- one of paste; 1- and an export / import bitmap.
So four buttons in total.
and the part of the four possible colors to use somewhere in the window.
If I have not said it before, if the sprite were a single image of four tiles does not foresee movement then the four options at the top right would tend to be unselectable except for one, but since there are no other possibilities it remains locked on sprite selection number 1.
You could also think of a button to open an additional window for that sprite to give it a possible technical attribute, for example: To the image of the coin I could give a walkable attribute so that I could jump on it, but if I jumped from under it and hit my head I could take the coin, o a dangerous object attribute that could make Mario die in short one or more possible game attributes when possible to attribute, to the sprites of the map, for example, an attribute could be that of not scrolling, or scrolling in reverse if possible, or stopping the cycle in one spite, usually one, the first of the series.
Returning to the spite editing window, there could be a function button for the design, fill, with the icon depicting the bucket that would use the color selected for the fill function, neighbors could be the delete all button that would bring each pixel in the work frame immediately to black 0F.
Obviously there could be the most important commands such as backward that I said before and forward, to avoid losing the command if we would have pressed the "back" button or, to repeat the action with "forward" (these are important fictions) with no menus there, all commands thanks to the use of these with the function buttons.
as an additional drawing tool and in order not to over-occupy the window there could be some drawing tools all inside a button could open a drawing tools window that would take the place of the tool held in your hand, and the button would open the window would only be the tool drawn as an icon above the button and that should in practice open a selection of multitude of tools that in a nutshell would be drawings to be pasted of various types, both to be used with a push of the button left and then imprint the exact image where you want, or to use that design as a brush.