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Kuribo Blue is available (source code too)

Posted: Wed Jul 22, 2015 1:31 am
by buddyroach
Image
Kuribo Blue can be downloaded here.
The download link is available now. please enjoy. Feedback would be appreciated. Thank you.

You can also get the source here:
Spoiler: show

Re: In development of NPC Editor

Posted: Wed Jul 22, 2015 3:51 am
by glitch4
Moved to General because it's a program (yeah I can move threads only from 3 forums to anywhere)

Re: In development of NPC Editor

Posted: Wed Jul 22, 2015 4:44 am
by buddyroach
quick question because i couldnt find an answer in the FAQ: what do the various icons mean next to the forum threads? such as the mushrooms and turtles shells. i figured the key means the thread is locked but the others? some have fire next to them. some mushrooms have something else on the other side of its head. there needs to be a legend explaining the different ones and what they mean. also, similar to that, the ranking icons and what each rank means?

Re: In development of NPC Editor

Posted: Wed Jul 22, 2015 5:50 am
by XerX
Red mushroom - Topic, unread
Green mushroom - Topic, read
Ice Flower - Hot Topic, unread
Fire Flower - Hot topic, read
Red Shell - Sticky topic, unread
Green Shell - Sticky Topic, read
Flipped Shell - Locked Sticky, ^
Key, Locked Topic
P Switch - Announcement

Ranks mean nothing and most are based soley off post count.




This is looking to be a neat program. I'd suggest giving the view-npc window scroll bars, and set a max size for that window. Also do you plan on making this open source? Which .Net language is this made in?

Re: In development of NPC Editor

Posted: Wed Jul 22, 2015 7:33 am
by buddyroach
Thanks for clarifying. And I am always open for feedback on my programs. Thanks.
Yeah. I intend on putting scrollbars in the view window too. But you can also open the image in a separate window as well.
What do you mean set a max size? For the window on the main form or the secondary form itself?
To be honest, I don't know how to make something open source. This was made in Visual Basic.

Re: In development of NPC Editor

Posted: Wed Jul 22, 2015 9:23 am
by Axiom

Re: In development of NPC Editor

Posted: Wed Jul 22, 2015 9:27 am
by aero
Could you release the source code, please?

Re: In development of NPC Editor

Posted: Wed Jul 22, 2015 1:32 pm
by XerX
buddyroach wrote: To be honest, I don't know how to make something open source. This was made in Visual Basic.
Open source = releasing your source code to the public. Github is a good place to upload source code.

Re: In development of NPC Editor

Posted: Thu Jul 23, 2015 12:30 am
by buddyroach
I don't think anyone's going to like my source code. I sometimes take the long road to something when there may be a simpler way to do it. It will get confusing. But I know what I did and how it works so its all good. Why do you guys want the source just out of curiosity?

Re: In development of NPC Editor

Posted: Sat Jul 25, 2015 5:15 am
by buddyroach
Open source = releasing your source code to the public. Github is a good place to upload source code.
I know what it means.
I just don't know how to release it in the same way I have seen others do it. Other source codes I have seen online are nothing like the code I use even if they are made in VB. and there seems to be no way to assemble them. I am not that much of a professional to just take a source code and put it together. VB gives me problems a lot anyway. But I can make some shit. :)

Re: In development of NPC Editor

Posted: Sat Jul 25, 2015 5:34 am
by Wohlstand

Re: In development of NPC Editor

Posted: Sat Jul 25, 2015 10:40 pm
by buddyroach
there are lots of companies that make soda too but that doesnt stop them and new ones from showing up. just like you can use microsoft apple or linux. everyone will have a choice on how they make NPC's.

Re: In development of NPC Editor

Posted: Sun Jul 26, 2015 7:54 am
by Axiom
but that's with huge companies this is with a small fangame.

Re: In development of NPC Editor

Posted: Sun Jul 26, 2015 3:01 pm
by buddyroach
well nobody has to use my NPC Editor. Its there if they choose to do so. If they dont like it, there is always more to choose from.

Re: Kuribo Blue is available

Posted: Sun Aug 09, 2015 4:51 pm
by Axiom
Well, you wanted feedback so here goes your feedback. From the semi-OG NPC editor developer.

Weird things
1. Two messages telling me you can't find my NPC directory are just unecessary.
2. What on earth was that godawful "let's go" noise. okay thank god you let us disable that
3. Label18 Image
4. What is the npc directory? Is is the directory with the npc graphics? You're better off to ask for the SMBX directory and assume the location from there.
5. .NET has a weird default sorting function where it goes 1, 10, 100, 101, etc. I have to find the code, but somewhere I have an alternate sorter that actually does proper numeric ordering (1, 2, 3, etc). But it's written in C#, you should be able to adapt it though.
6. When you're iterating through the npc files, just do a simple if statement to check if it has an m in the filename. If it does, don't add it. Having npc 100 and 100m in the list is unecessary.

Code: Select all

For Each fileName As String In fileList
	If Not fileName.Contains("m") Then
		listBox1.Add(fileName)
	End If
Next
Something like that

7. You really shouldn't add uncessary tags. The only reason mine has a name tag is because PGE uses it, and it's written as a key. Granted, SMBX ignores it. But you should probably remove the "From which Mario Title" option and change NPC Name to output "name=<name>" in the file/preview.
8. Some values are unecessarily outputted. For example, I wrote a simple npc-100 replacement for shits and giggles.
I changed the following.
  • -Grabside
    -Grabtop
    -Width
    -Height
    -Gfxwidth/gfxheight
    -Framestyle
I had much more than that in my file, some of these could actually tamper with defaults that someone wanted to keep well, default. This is why in mine and Wohlstand's editors, we have checkboxes next to the values we actually want to write. Here's a comparison between the two. Left side is from yours, right side from mine.

[rimg]http://i.imgur.com/ZnCxq9R.png[/rimg]




What I liked.
1. Scrolling UI. You got it to work right.
2. Animated icon, it's cute. I oughta try it.
3. Aside from the wario intro sound, your sounds are very tasteful and well thought out. I liked that changing the "how many frames" made a switch toggle sound and that adjusting the score made the sounds as if you kicked the enemy.


Potential Improvements.
1. I have code written somewhere that combines the mask and regular sprite and turns it into a single transparent sprite. I could adapt that into a library that would work in VB if you really wanted to.
2. Also, you could animate simply with timers and image croppping if you wanted to.
3. Why can't I open external files?????

Conclusion

I must say, this isn't as bad as I thought it would be. It has charm, but it just doesn't make sense in a world where we have two other full functioning (and functioning well) NPC editors.

Oh, and I checked out your website for shits and giggles.

[rimg]http://i.imgur.com/xnILKTW.png[/rimg]

Your gaming and production class computers can barely be called those. I know you're not doing it right now, but AMD CPU's really aren't the greatest at least for the production class, god especially the 6 cores. You know it's not 6 true cores right? It's more like 3 physical 3 logical. Trust me here. Not to say they're bad but there's better choices.

Re: Kuribo Blue is available

Posted: Sun Aug 09, 2015 6:59 pm
by buddyroach
Thank you. This has been very helpful.

Re: Kuribo Blue is available

Posted: Mon Aug 10, 2015 4:45 pm
by Axiom
I dug up my alpha blender :-)

https://github.com/Luigifan/AlphaBlender

Cleaned it up and tossed it in a library! Open the solution in Visual Studio, compile the AlphaBlender project, copy the DLL into your project, add a reference to it.

You need to get the image and mask first (either as Image or as Bitmap, VB will cast for you). So, say for example imageObject and maskObject are my image and mask references respectively. I'd then make a new instance of the alpha blender, and calling AlphaBlendImages() returns a Bitmap which you can then display in your form. It's very quick.

Code: Select all

Dim alphaBlender As New AlphaBlenderImage(imageObject, maskObject)
PictureBox1.Image = alphablender.AlphaBlendImages()
That's it! :D

Re: Kuribo Blue is available

Posted: Mon Aug 10, 2015 5:08 pm
by buddyroach
thanks! what about image cropping animation? thats one of the things i initially wanted to implement in my program but didnt get to do. what would be nice to see in an NPC editor is the ability to edit the graphics of it and see a realtime animation window of how it plays. Also, the mask updates itself to the changes of its npc counterpart.

Re: Kuribo Blue is available

Posted: Mon Aug 10, 2015 5:11 pm
by TheKingOfBoos
Eyy, this looks good :D If only I was allowed to download programs...

Re: Kuribo Blue is available

Posted: Mon Aug 10, 2015 5:12 pm
by h2643
TheKingOfBoos wrote:Eyy, this looks good :D If only I was allowed to download programs...
Wait, how do you use SMBX then?