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Wohlstand
- Chargin' Chuck

- Posts: 2008
- Joined: Tue Feb 11, 2014 4:44 pm
- Flair: [ˈvoːlˌʃtant], 狐エンジニア
- Pronouns: he/him
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Contact:
Postby Wohlstand » Tue Oct 14, 2014 1:34 am
UPDATE 2023: This topic is VERY outdated. If you need support for the Player Calibrator, consider writing at Moondust Project as this tool is a native part of the Moondust Devkit. This topic is an archive now.

Hello!
It is a result of my long-time collision boxes (hitboxes) research - is a useful tool which will help character designers to fit frames on their sprites to correct position.
Screenshots of tool:
Editing of collision boxes: (will be useful later in Moondust engine where you can define character dynamically, and when talkhaus guys will find the memory address of frame offsets, but now we know addresses of width and height of collision boxes).
Calibrating frame position on image (Use them to fix wrong frame positions)
Animation tester (Here you can play animations to preview how player will be animated in game)
Matrix dialog (it helps you select necessary frame on whole sprite)

Download link: https://wohlsoft.ru/docs/_builds/PGE_Ca ... brator.zip (6.6 MB)
The linked build is very outdated. If you want to have the latest version of the Playable Calibrator tool, it's now pre-included with Moondust Devkit now!
More info and help: http://wohlsoft.ru/pgewiki/Playable_cha ... Calibrator
Little example of fixed by this tool sprite: SMW Mario http://wohlsoft.ru/docs/_builds/PGE_Cal ... _Mario.zip
Notes: when you will start "Image calibrating", calibrator will create backup of source sprite into *_orig.png file, and when you will overwrite original sprite by fixed, will be created the *_orig_calibrates.ini file which a settings of calibrations. If you wanna edit image sprite after calibrating, remove _orig.png file or edit them directly! (calibrator will always open them and will apply settings from INI-file which it was saved).
You can use mouse wheel to change spin boxes value: simply put cursor over and rotate wheel!
Last edited by Wohlstand on Sun Mar 19, 2023 8:56 pm, edited 8 times in total.
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FanofSMBX
- Ludwig von Koopa

- Posts: 3878
- Joined: Sun Dec 22, 2013 12:01 pm
Postby FanofSMBX » Tue Oct 14, 2014 3:51 am
Forgive me for being a noob but does this do anything for SMBX as it is now other than make lunadll codes automatically?
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Wohlstand
- Chargin' Chuck

- Posts: 2008
- Joined: Tue Feb 11, 2014 4:44 pm
- Flair: [ˈvoːlˌʃtant], 狐エンジニア
- Pronouns: he/him
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Contact:
Postby Wohlstand » Thu Oct 30, 2014 1:35 am
FanofSMBX wrote:Forgive me for being a noob but does this do anything for SMBX as it is now other than make lunadll codes automatically?
Because some part is not researched yet, I will make lunadll code generator later.
Using is easy:
1) run tool, if you was open it first time, you will asked for SMBX sprite image (one of players)
2) in next time when you will run tool, click "Open sprite" to select sprite image.
3) to select frame for edit, change "current frame" values or select frame by "Matrix"
4) to begin calibrate image, open the "Image calibration". It will give able to overwrite image by fixed frame.
Green rectangle - is oriental collision box, edit offset values to fit your frame into them. If you see junk pixels in bottom or in right, edit the width or height crop values.
Don't worry, if you was made wrong, backup will be created and calibration values will be saved into ini file and in next time you can continue your calibration.
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Anphiba
- Nipper

- Posts: 404
- Joined: Sun Apr 20, 2014 8:29 am
Postby Anphiba » Thu Oct 30, 2014 8:06 pm
Oooooohh goodie finally I can make SMB1 Mario without having to write lunadll codes on my right palm!!
HELL YES THANK YOU SO MUCH WOHLSTAND I PRAISE YOUR SKILLS
I wish I could give an uprep...
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Wohlstand
- Chargin' Chuck

- Posts: 2008
- Joined: Tue Feb 11, 2014 4:44 pm
- Flair: [ˈvoːlˌʃtant], 狐エンジニア
- Pronouns: he/him
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Contact:
Postby Wohlstand » Fri Oct 31, 2014 5:13 pm
Anphiba wrote:Oooooohh goodie finally I can make SMB1 Mario without having to write lunadll codes on my right palm!!
HELL YES THANK YOU SO MUCH WOHLSTAND I PRAISE YOUR SKILLS
I wish I could give an uprep...
Thanks 
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Anphiba
- Nipper

- Posts: 404
- Joined: Sun Apr 20, 2014 8:29 am
Postby Anphiba » Fri Oct 31, 2014 6:05 pm
You're welcome.
This is a really important tool that nobody thought of.
Good thing you did!!
I'm finding it very useful, BTW.
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crepperator
- Guest
Postby crepperator » Fri Oct 31, 2014 6:21 pm
Your tool is wery useful. An unmissable for episodes creators !
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Veudekato
- Guest
Postby Veudekato » Sat Nov 01, 2014 5:33 am
Its not beta now. (Wohlstand gives me alpha version ) Good luck custom player makers!
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DaSpongeBobMan
- Snifit

- Posts: 212
- Joined: Tue Apr 15, 2014 2:17 pm
Postby DaSpongeBobMan » Sat Nov 01, 2014 6:06 am
But does it make additional frames added to the player spritesheet work?
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Wohlstand
- Chargin' Chuck

- Posts: 2008
- Joined: Tue Feb 11, 2014 4:44 pm
- Flair: [ˈvoːlˌʃtant], 狐エンジニア
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Contact:
Postby Wohlstand » Sat Nov 01, 2014 6:15 am
DaSpongeBobMan wrote:But does it make additional frames added to the player spritesheet work?
This tool works around matrix of 10x10 frames, and you can draw&use any additional frames on sprite, but you need set it's collision/hit box and check "enabled". Also don't forget edit animation to make using of new frames. If lunadll researches will found ways to make custom player's animations, this will possible with SMBX+LunaDLL. But if you wanna use them inside SMBX, don't forget about strict SMBX64 standard which limits frames to original SMBX without LunaDLL. Also, I forgot made this:
When you edit collision boxes, instead of overwriting calibrator's default INI-files (there are important for SMBX64 standard), save ini file of reconfigured collision boxes together with edited sprite.
In the PGE this will be main way of playable character configuring and customizing (you will have some_character_x.png and some_character_x.ini which defining player's sprite and it's animations).
EDIT:
Oh, I forgot about my easter egg:
1) Open "peach-4" sprite
2) Click "Animator"
3) check radio box into "Sword attak"
4) Dance! 
Last edited by Wohlstand on Sat Nov 01, 2014 5:11 pm, edited 1 time in total.
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Wohlstand
- Chargin' Chuck

- Posts: 2008
- Joined: Tue Feb 11, 2014 4:44 pm
- Flair: [ˈvoːlˌʃtant], 狐エンジニア
- Pronouns: he/him
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Contact:
Postby Wohlstand » Sat Nov 01, 2014 3:45 pm
This is a little update which fixing some bugs and adding new features:
If you edited collision boxes or/and animations and saved configuration of them, settings file will be saved together with source sprite:

instead of default files overwriting.
Added preview box into the Animation editor:

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luigi08
- Fighter Fly

- Posts: 32
- Joined: Wed Jul 30, 2014 3:13 pm
- Pronouns: he/him
Postby luigi08 » Tue Nov 11, 2014 7:40 pm
Hello, sorry for disappearing.
but I want to ask you quickly, I edited the hitbox of a Bowser jr. replacing Link I did (at some point I'll upload it, I promise ) and the program gave me an .ini file, what do I do with it?
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Wohlstand
- Chargin' Chuck

- Posts: 2008
- Joined: Tue Feb 11, 2014 4:44 pm
- Flair: [ˈvoːlˌʃtant], 狐エンジニア
- Pronouns: he/him
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Contact:
Postby Wohlstand » Tue Nov 11, 2014 11:14 pm
luigi08 wrote:Hello, sorry for disappearing.
but I want to ask you quickly, I edited the hitbox of a Bowser jr. replacing Link I did (at some point I'll upload it, I promise ) and the program gave me an .ini file, what do I do with it?
If you got them after "save config" button, this .ini file holds settings of hitbox, later it will be used for PGE as main and default customisation and configuring of playable character, also when hitbox offsets addresses will be researched, same ini file will be used for cusromisation of character's frames settings by LunaDLL.
Last edited by Wohlstand on Wed Nov 12, 2014 4:03 am, edited 1 time in total.
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luigi08
- Fighter Fly

- Posts: 32
- Joined: Wed Jul 30, 2014 3:13 pm
- Pronouns: he/him
Postby luigi08 » Tue Nov 11, 2014 11:51 pm
That .ini file that contains this information, I know. My question is how to make these changes to take effect in SMBX.
What programs should I use? ( Excuse my english, I use a translator).
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Wohlstand
- Chargin' Chuck

- Posts: 2008
- Joined: Tue Feb 11, 2014 4:44 pm
- Flair: [ˈvoːlˌʃtant], 狐エンジニア
- Pronouns: he/him
-
Contact:
Postby Wohlstand » Wed Nov 12, 2014 4:08 am
luigi08 wrote:That .ini file that contains this information, I know. My question is how to make these changes to take effect in SMBX.
What programs should I use? ( Excuse my english, I use a translator).
Now you can't use them for SMBX.
How I says, this will be useful for PGE and later for LunaDLL.
Now LunaDLL have possible to change width and height of hitbox but now is not possible change offsets of frames. To use this INI-file, will be implemented special function which will open this INI-file and will apply them to your character.
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Anphiba
- Nipper

- Posts: 404
- Joined: Sun Apr 20, 2014 8:29 am
Postby Anphiba » Sun Nov 23, 2014 5:48 pm
IMO, This needs to be sticky.
It should also be in the General section.
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Wohlstand
- Chargin' Chuck

- Posts: 2008
- Joined: Tue Feb 11, 2014 4:44 pm
- Flair: [ˈvoːlˌʃtant], 狐エンジニア
- Pronouns: he/him
-
Contact:
Postby Wohlstand » Mon Dec 08, 2014 8:34 pm
New update!
Calibration tool globally updated: optimized code, added more features and values, fixed some wrong calibrates (after some researches of hacked SMBX we with Kevsoft got more accurate information about hitboxes and now have able to modify width/height/height(duck) of hitbox and grab offset of item). In next update of LunaLUA will be possible to apply redefined hitboxes by calibrator's INI-files into SMBX!
Change log 2.0:
- Width and height now globally for all frames of sprite
- Added duck height
- Added grab offset definition
- Better animator, added able to change frame speed
- Fixed animation frame changing in the animation editor
- Fixed default calibration settings, now they more accurate to SMBX default
- Better matrix dialog. You can see which frame is current (it will be marked by red circle)
Screenshots:
Download link:
http://engine.wohlnet.ru/docs/_builds/P ... brator.zip
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FanofSMBX
- Ludwig von Koopa

- Posts: 3878
- Joined: Sun Dec 22, 2013 12:01 pm
Postby FanofSMBX » Mon Dec 08, 2014 9:33 pm
Looking at all the states, I think a 2000x2000 grid would be useful for PGE so can have over 4x amount of frames as in SMBX.
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Wohlstand
- Chargin' Chuck

- Posts: 2008
- Joined: Tue Feb 11, 2014 4:44 pm
- Flair: [ˈvoːlˌʃtant], 狐エンジニア
- Pronouns: he/him
-
Contact:
Postby Wohlstand » Mon Dec 08, 2014 11:00 pm
FanofSMBX wrote:Looking at all the states, I think a 2000x2000 grid would be useful for PGE so can have over 4x amount of frames as in SMBX.
This calibrator made for SMBX64 standard: 1000x1000 pixels and 10x10 frames, but for PGE planned flexible system which will give able define any size of sprite which you wish. With 2000x2000 we can make more detail player animations, but instead of "left" and "right" copiesI wanna make feature which will mirrow frames to immitate opposite frame, but if character is symmetric (like our heroes), but if character is asymmetric - will be used old method.
Example of asymmetric character is cyborg like Terminator http://www.zastavki.com/pictures/origin ... 55249_.jpg
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