Hello there.
So I asked Prof. Eich just some minutes ago, if I'm allowed to continue the development of Sue's Workshop. :3
So I'm officially the one who develops Sue's Workshop now, which means SW isn't dead anymore. It's alive!
Please feel free to post any suggestions and so on.
This is just awesome.
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Last edited by S. P. Gardebiter; May 27th, 2009 at 12:47 AM.
Oh, oh!!
Is there a way for you to make it so SW and CE work in Harmony?
=D!
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You know when you're sitting in a chair, and you lean back so you're just on two legs, and then you lean too far and you almost fall over, but just at the last second you catch yourself? I feel like that all the time.~Steven Wright
Oh, good. Now I finally have some material to argue with against Lowell.
F*ck Cave Editor, Sue's Workshop is under development.
Oh, you needed something to argue with me about?
Couldn't use the same 'ol stuff? =D
Anyways, I'm hoping that there will be a way to use both editors, without corruption of the .EXE...
...Make my life easier...
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You know when you're sitting in a chair, and you lean back so you're just on two legs, and then you lean too far and you almost fall over, but just at the last second you catch yourself? I feel like that all the time.~Steven Wright
1) Disable the errors that occur (causing corruption) in which sue's attempts to correct Cave Story's .exe size. For example, in instances where "(C)Pixel" is removed from the exe, or in instances where you change the music or other resource files.
2) Enable it so by default sue's reads .pbm files, with a dynamic swap between .pbm and .bmp or .png. I still use .pbms, ya know. (And I still manually add (C)Pixel to the end of every one of them!)
3) A built-in weapon editor, using hex values direct from the .exe (New window, drop down box for the weapon, it automatically finds values), available for a player to change. Leave out the creation-coordinate ones, as I really doubt anyone needs to change those.
But I just said that, D=
Or are we trying to show SP how many people want the compatibility?
Also, built-in NPC editor? Like HPs and such? {Not sure if SW has this or not, though =D}
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You know when you're sitting in a chair, and you lean back so you're just on two legs, and then you lean too far and you almost fall over, but just at the last second you catch yourself? I feel like that all the time.~Steven Wright
But I just said that, D=
Or are we trying to show SP how many people want the compatibility?
Also, built-in NPC editor? Like HPs and such? {Not sure if SW has this or not, though =D}
Lol you mean a built in NPC.tbl editor, like the one that CE has. Most of all I'd like to see it have the CaveEditor Compatibility issue fixed, along with the custom orgs issue fixed. If those two are implemented I'd probably use the new SW as my editor of choice.
Oh, oh!!
Is there a way for you to make it so SW and CE work in Harmony?
=D!
Probably not, this SW will follow a totally new concept.
Instead of editing the .exe you will edit projects.
Then after you are done with work, you will click on "patch" and it will copy a original exe file and patch it.
So it can't really break anything.
Anyway, you will be able to import your mods though. But maybe it will be able to "open" and "edit" exe files also.
Quote:
Originally Posted by ZarroTsu
1) Disable the errors that occur (causing corruption) in which sue's attempts to correct Cave Story's .exe size. For example, in instances where "(C)Pixel" is removed from the exe, or in instances where you change the music or other resource files.
2) Enable it so by default sue's reads .pbm files, with a dynamic swap between .pbm and .bmp or .png. I still use .pbms, ya know. (And I still manually add (C)Pixel to the end of every one of them!)
3) A built-in weapon editor, using hex values direct from the .exe (New window, drop down box for the weapon, it automatically finds values), available for a player to change. Leave out the creation-coordinate ones, as I really doubt anyone needs to change those.
1) You will change the music after you patched the exe.
Though I will make a version that hopefully can import music itself, so you probably don't need resource hacker anymore.
2) I'm already planning to do that.
3) Yep, that will be avaible too.
Quote:
Originally Posted by VoidMage_Lowell
Also, built-in NPC editor? Like HPs and such? {Not sure if SW has this or not, though =D}
I'm already planning this.
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Last edited by S. P. Gardebiter; May 27th, 2009 at 12:39 AM.