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May 27th, 2009, 12:50 AM
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Sixtyseconds can get down
 "I, Ikachan. The Life and Documentary of the OrigiNAL SQuiD."
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Join Date: May 2009
Location: Inside of Sixtysecond's mother
Age: 15
Posts: 164
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This is a damned dream come true.
Thank you S.P for developing SW more,
this is incredible.
I hope the new SW will have the
built in ORG replacer, that would be
epic pants soiling material.
__________________
I HAVE NO FRIENDS!
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May 27th, 2009, 01:12 AM
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Super Moderator
 "Life begins and ends with Nu."
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Join Date: Jul 2007
Location: Australia
Age: 24
Posts: 3,924
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Quote:
Originally Posted by S. P. Gardebiter
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.
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Why not create an exe > project conversion option?
Actually this project file might make a good patching format for CS. *hopes for CS patching format*
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May 27th, 2009, 01:14 AM
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Executive Member
 "This is the greatest handgun ever made! You have to ask yourself, do I feel lucky?"
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Join Date: Jan 2009
Location: I live in a place.
Posts: 119
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Well, well...
Finally.
I knew this would happen one day...
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May 27th, 2009, 01:25 AM
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Drunkard Administrator
 "Life begins and ends with Nu."
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Join Date: Dec 2005
Location: Germany
Age: 18
Posts: 2,253
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Quote:
Originally Posted by andwhyisit
Why not create an exe > project conversion option?
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That's exactly what I said.
You can import your exe based mods into the new SW.
Quote:
Originally Posted by andwhyisit
Actually this project file might make a good patching format for CS. *hopes for CS patching format*
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It is indeed something like a patching format.
Quote:
Originally Posted by Ralren
Thank you S.P for developing SW more
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No problem :P
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May 27th, 2009, 01:37 AM
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Snozzcumber
 "I'm sorry Mario, but your princess is in another castle."
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Join Date: Jan 2008
Location: Complex Plane
Posts: 1,186
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Here,
I'll give you some ideas for my abandoned awesome editor.
Quote:
Org Editor -
- Import orgs into the game
- Edit orgs in the editor
PBM Editor -
- Limitless Colors
- Easy to use with graffiti* features for backgrounds, and paint for pixel editing.
- Auto Appends (C)Pixel and/or removes the (C)pixel from the exe.
* (Graffiti is an online editor on facebook, try it out)
Notepad -
- For taking notes while you play the game
Assembly Editor -
- No fancy stuff, just simple as an be
- Has an offsets list that you can add to.
Map Editor -
- Basic Sues stuff
- CE Stuff
- Can see npcs on the map as they would look with current spritesheet, so you know you're messed before it starts playing
TSC Editor -
- Editable List of the commands
- Syntax checker
- TSC2 (Here's where it gets complex)
- - Allows use of variables
- - Variables compiled into flags at save/play.
In Game Editor (Best Idea Ever) -
- Instead of launching, cs plays within the editor
- You can pause the game within the editor
- when paused, you can edit scripts, notes, and the map
- when play is resumed, the edits are all saved into the exe.
- if the map you are testing doesn't have a player start point in it, click to spawn quote.
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that's it, hope they help you w/ something.
(just put me in the credits if you use those, giving them to you means I'm not doing an editor of my own)
__________________
I get the distinct impression that I may be drifting away from these forums. So, goodbye to y'all.
Any and all work that I have done related to cave story is public domain. Repo it as you may.
Sorry Boots,
- Lace
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May 27th, 2009, 01:43 AM
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Drunkard Administrator
 "Life begins and ends with Nu."
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Join Date: Dec 2005
Location: Germany
Age: 18
Posts: 2,253
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Quote:
Originally Posted by Lace
just put me in the credits if you use those, giving them to you means I'm not doing an editor of my own
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Uh? I'm not giving credits for feedback and ideas, sorry :P
And you can still do your own editor, you know.
Anyway, most of your ideas are already what I planned for the editor in the first place. (Like the Assembly Compiler)
Last edited by S. P. Gardebiter; May 27th, 2009 at 02:25 AM.
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May 27th, 2009, 01:51 AM
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Regular Member
 "It's dangerous to go alone!"
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Join Date: May 2009
Location: United States of California
Age: 16
Posts: 35
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Now THIS is just awesome. I never really tried Cave Editor as it wasn't included with the Deluxe Package (I think), so something like this is just pure win.
I hope user-friendliness is one your goals though. Of course, you would still need some knowledge of what you're doing...
__________________
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May 27th, 2009, 02:59 AM
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Been here way too long...
 "Ha! Ha! Ha! Mega Man is no match for my Mimiga Man!"
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Join Date: Jan 2006
Posts: 264
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Make it so the script has character count, and the edit entities part of the map counts how many entities per map. congrats shiny
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May 27th, 2009, 03:11 AM
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Super Moderator
 "Life begins and ends with Nu."
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Join Date: Jul 2007
Location: Australia
Age: 24
Posts: 3,924
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Quote:
Originally Posted by S. P. Gardebiter
It is indeed something like a patching format.
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One thing that cs modding has lacked until now is a patching format. I am glad to finally see some progress in this field.
Can I suggest a stand-alone patcher program? That way cs mods can be easily distributed as patches.
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May 27th, 2009, 03:40 AM
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Maybe you should breathe
 "What're YOU lookin' at?"
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Join Date: Aug 2006
Location: Where I don't want to be
Age: 20
Posts: 1,001
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So wait up, does this mean that Chie's Lab is being scrapped now that you can work on SW instead?
__________________
PM me or drop a visitor message if you're trying to find an old mod, DON'T BUMP DEAD THREADS PL0X. Or check the Quickie Mod Guide!
Also feel free to PM me regarding general forum-related troubles.
Quote:
Originally Posted by thecrown
that's some nice sig material.
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