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Author Topic: Super Modify RPG In-Use Screenshots (56k Warning, Large Images)  (Read 1922 times)
Omega45889
Guest
« on: December 01, 2007, 06:25:28 pm »

For those who dont know, this is an editor for Super Mario RPG created by myself and Giangurgolo. Its taken a lot of work to get this far, but its looking great. Its almost bug free, which took also a lot of work. We feel that its ready to be unveiled a bit, so ive created this thread to show off some screenshots and take

constructive criticisms/suggestions. Comments are welcome. I have included the large images so that

people can get a feel for how it will perform on their system. If your offended by large images (yes, ive had

people before) dont bother.

Shortly after released, this editor WILL be made open source in the hopes that the community can learn from and improve it. Its well designed and would make a good model for people to base other editors off of. If your interested, it is written in C# using the .NET 2.0 framework which will be a requirement.

A couple unique features:
- Level Image exporting for all levels and current level, allows users to quickly show off their latest work without worrying about cutting and pasting into MS paint.
- Image importing into tileset is a possible feature in the works
- Level data Importing/Exporting for all levels and current level. Easily allows hackers to work in teams, and pool their work into a single rom, or just post levels online for others to use.
- Preview system for Monsters, Battle Formations, Dialogue and more make it extremely easy and convienient to edit these aspects of the game without having to load an emulator after every change and find it in game to see how it looks.
- Aspects of the GUI are able to be hidden while not being used in order to gain a larger view of the main level
- Fully integrated notes system which loads automatically and is specific to each rom. This allows the user to keep track of their progress without having to worry about other windows, and keeping track of their notes separately. This is great especially the user decides to take a break from editing. They can just make notes about their current progress, what they edited last, and their plans for each of the games aspects in their respective notes packages. Having it fully integrated into the editor will undoubtedly be a very handy feature, and if you decide you dont want to use this feature, you can just disable it in the settings and not be bothered anymore.

* Recommendations for features are always welcome *

Screenshots:

Finally, the editor in full use on a dual monitor system. It looks great and works great. I think this image shows it off the best.


http://img.photobucket.com/albums/v366/Omega45889/Main.png
The main window which is used for file management and launching editors for specific game aspects. It also manages editor-wide settings.

The Level editor in action

The Level editor with the Physical layer toggled on

These next 3 images are all from the Stats editor.

http://img.photobucket.com/albums/v366/Omega45889/StatsMonster.png
The Monster tab which edits all monster stats.


http://img.photobucket.com/albums/v366/Omega45889/StatsFormations.png
The Formations tab which edits battle formations for monsters.


http://img.photobucket.com/albums/v366/Omega45889/StatsDialogue.png
The Character/Dialogue tab which edits all Character stats as well as the game and battle dialogue. Has a unique feature where it provides you with a preview of what the text will appear as in-game in real time as you type. This makes writing dialogue for the game much simpler. It will reflect any graphical changes you make to the text as well, so if you go and rework the game text, it will still show you what it appears as in game. It also shows you the number of bytes of empty space remaining, which is useful.



http://img.photobucket.com/albums/v366/Omega45889/Scripts.png
The Scripts editor which will be used to edit all Battle and Event scripts. This allows for custom battles with bosses, as well as custom events to be scripted. Events can be placed in levels using the Level editor.


http://img.photobucket.com/albums/v366/Omega45889/Graphics.png
A fully integrated Graphics editor for the game. This feature may not appear in the final release for a couple reasons. 1) It would take a lot of extra work, and 2) There are already great apps out there that do this sort of editing.

I hope you are all looking forward to its release. Expect it sometime early 08.

* Decided to take creaothceann's advice and turn the larger images into thumbnails. *
« Last Edit: December 02, 2007, 03:46:00 am by Omega45889 »
creaothceann
Guest
« Reply #1 on: December 01, 2007, 07:25:03 pm »

Quote from: Omega45889 on December 01, 2007, 06:25:28 pm
I have included the large images so that people can get a feel for how it will perform on their system. If your offended by large images (yes, ive had people before) dont bother.

Imageshack automatically provides thumbnails. Roll Eyes
GenoBlast
Guest
« Reply #2 on: December 01, 2007, 07:28:17 pm »

That's awesome! Especially the script editor! I'm really looking forward to this. Although I probably won't do anything great in it I'm sure I'll have a fun time screwing around Cheesy

By the way, do you know that you broke the page? o.O

Edit: 'Scripts Editor', my bad.
Omega45889
Guest
« Reply #3 on: December 01, 2007, 07:32:05 pm »

Right, well if the images are really bothering people ill remove them and just leave the links.
Numonohi_Boi
Guest
« Reply #4 on: December 01, 2007, 08:41:19 pm »

holy sweetness, not bad.
Ryusui
Guest
« Reply #5 on: December 01, 2007, 10:03:16 pm »

Impressive. Very impressive.

Oh, and a quick tip: Alt+Print Screen takes a screenshot of the current window. No cropping necessary! ^_^
KungFuFurby
Guest
« Reply #6 on: December 01, 2007, 10:33:22 pm »

Intresting, but I won't be able to test it. I'm a PPC Mac user, not a Windows user. Sorry.

However, the editor is intresting...
JCE3000GT
Guest
« Reply #7 on: December 02, 2007, 12:34:19 am »

Oh, I forgot a simple feature request.  The ability to zoom in/out of the main map editor window would probably be ownage.  I didn't see that feature--unless I'm blind. 
Omega45889
Guest
« Reply #8 on: December 02, 2007, 02:36:37 am »

That zoom feature is there, Its in the top right of the level editor just left of the tilesets. However, its a real pain in the ass to try and implement, cause it changes all the coordinates the editor uses, and then youve got to generate twice as many pixels, as well as have a picturebox twice as large. Right now its only for viewing purposes, so while you can view your levels zoomed in, you can only edit while 1:1.

As for the PPC mac users, you could always install windows natively, or use software like Parallels and have a VM. Im not sure if there is a .NET runtime environment in works for OSx, but there very well could be, in which case I could probably just compile a mac release build.

I remember that there was a user who planned on porting it to OSx, but even just porting it would be a huge task. However it will be open source, so if someone does decide to port it, it could probably be done in Java without many changes.

Oh, and I forgot to mention another cool feature. The pallet editor is built directly into the level editor and updates the level and tilesets in real time as you edit the pallets. Its very easy to create great looking pallets because of this. You make a slight change, and get to see what its going to look like immediately.

I also have a question for everyone. How important is the "Undo" feature? And how many changes should this editor buffer before it starts emptying? Should there be a setting to change this? Ect.
« Last Edit: December 02, 2007, 05:42:20 am by Omega45889 »
Gideon Zhi
Guest
« Reply #9 on: December 02, 2007, 11:20:01 am »

I'm probably not going to use this, as I never really did like the original Mario RPG. I can't even think of possible changes for the ones I did like (primarily Superstar Saga) as the gameplay and characters are too well intertwined to allow for anything *truly* original to be done with the engine, whereas something like CT or FF6 could just get wiped and the general systems could be used to build something completely different.

That said, this looks like a wonderful piece of work, a great utility for those who WOULD find practical use for such a thing. And totally out of the blue, too! I wish we had more newcomers like you Smiley
Griff Morivan
Guest
« Reply #10 on: December 02, 2007, 07:42:09 pm »

Actually, I want to use this. I've been thinking about this all day at work, which is sad, but I haven't hacked in for fuzzing ever.
AlexAR
Guest
« Reply #11 on: December 04, 2007, 01:57:21 pm »

This is absolutly incredible. I quite frankly am still a bit skeptical. I wont be totally convinced this is real until I use the program myself. It looks THAT impressive. I see no glaring problem with any feature.

You mentioned how important an undo feature would be. If you can implement it without too much hassle I see no reason why it shouldn't be in there. A solid 5 undos/redos would be more than enough to correct any wild ideas one would come up with in the spur of the moment.

The tile screen in the level editing feature looks a little messy/confusing. But I am sure once I start using this, It will make more sense.

Also, I may have missed it, but can you modify the overworld in any way? As in change the paths, graphics, or events like the cloud you ride from cloud town to bowser's castle at the end of the game. 

I also didn't see any mention of sound/music modifying. Are you including the ability to change a level's music? It all looks fantastic and I cant wait for early 08. (which I will assume is Jan.1, 2008, hehe sorry)
Naruto
Guest
« Reply #12 on: December 04, 2007, 06:53:08 pm »

Neat done!

I wish you can do this an editor for Rockman 7 and Rockman & Forte. It will be great. Smiley Again, good job!
Griff Morivan
Guest
« Reply #13 on: December 05, 2007, 08:28:19 am »

An undo feature would be spectacular.

Otherwise, I am frothing at the mouth for this tool.
FinalMinuet
Guest
« Reply #14 on: December 05, 2007, 08:46:15 am »

Quote from: Griff Morivan on December 05, 2007, 08:28:19 am
An undo feature would be spectacular.
Correction. An undo feature would be necessary.

I don't know what kind of programming experience you have, but here's a good article to help you with the undo feature: http://en.wikipedia.org/wiki/Command_pattern

Other than that, the program looks great.
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