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#21 |
Global Moderator
Join Date: Nov 2001
Location: Derby, UK
Age: 48
Posts: 9,355
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Can someone upload a playable folder for use in winuae.. I can't be arsed to manually install it all
Why re-invent the wheel eh ![]() |
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#22 |
Wipe-Out Enthusiast
Join Date: Nov 2005
Location: .
Age: 43
Posts: 2,545
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although i dont much care for Superfrog, editors to any amiga games are welcomed with open arms
![]() now do NZS please :P |
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#23 |
Global Caturator
Join Date: Aug 2004
Location: Porando
Age: 43
Posts: 6,107
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@Bippster: uploaded
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#24 |
Phone Homer
Join Date: Jun 2006
Location: 5150
Posts: 5,810
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Well done!!! I dont realy like SuperFrog but a level editer is very impressive -
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#25 |
HOL/FTP busy bee
Join Date: Sep 2006
Location: Germany
Age: 46
Posts: 31,935
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Great work Exl!
![]() I will put it on a thumbdrive and try it when I'm home this evening. Editing Superfrog will be fun ![]() ![]() |
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#26 |
Phone Homer
Join Date: Jun 2006
Location: 5150
Posts: 5,810
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This realy is very good - PLZ could you upload a list of settings for all tilesets- Also im haveing some runtime errors importing Tiles.
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#27 | |
Registered User
Join Date: Jun 2008
Location: Netherlands
Posts: 122
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Quote:
Code:
Name Width Height Planes Palette Other ----------------------------------------------------------------------------------------------------------------- World ending\Tables 320 256 5 Yes World loading 320 352 5 Yes Slotmachine + anims 320 256 6 No World sprites 320 320 5 No Superfrog sprites 320 384 4 No Team 17 logo 640 512 4 Unknown Image data starts at byte 39, and there is some data after the image. Superfrog title 320 256 5\6? No Top part of the image seems to be different. Tile data 16 16 5 No 840 tiles are stored after each other. The tileset seems to be designed for a 20-tile width display in an editor. Tile collision data 320 672 1 No A 1-bit "overlay" of the tile graphics for collision detection purposes. Also, what runtime errors did you encounter? |
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#28 |
Global Caturator
Join Date: Aug 2004
Location: Porando
Age: 43
Posts: 6,107
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Oh yeah, I managed to export most of them but this data table will help
Thanks again ![]() |
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#29 |
Phone Homer
Join Date: Jun 2006
Location: 5150
Posts: 5,810
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Ok thanks - but is it possible to export the HERO himself for editing without a pallete and if so how would i do this?
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#30 |
Registered User
Join Date: Jun 2008
Location: Netherlands
Posts: 122
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For Superfrog himself it's 320 by 384, 4 bitplanes. Then select any world palette, and check the Shift colors box. His sprites use only the upper 16 colors of any world palette. Best is to use the Project-F world palette, so that his helmet is the right color as well
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#31 |
Global Caturator
Join Date: Aug 2004
Location: Porando
Age: 43
Posts: 6,107
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Suggestion needed:
Let's just hipotetically assume, I'd like to change all the sprites from SuperFrog to those from, let's say, James Pond. What graph tools would you use? I was thinking about Deluxe Paint / Personal Paint combo, loading the previously converted iff sprite maps into one of them, changing/merging/rebuilding the palette and copying each tile by tile, by hand. I do realize it'll take *LOTS* of time... What do you think? Worth the hassle? Got something faster? ![]() That's how I was building maps to Worms back in the days... ![]() |
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#32 |
Phone Homer
Join Date: Jun 2006
Location: 5150
Posts: 5,810
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James Pond could be cool - Ive been using Paint shop but im realy crap at matching pallets but how could I resist http://eab.abime.net/attachment.php?...1&d=1216311442
This gives you access to a very good games engine! @EXL would it be possible to load custom plattes in the Tools/Graphics menu? Last edited by Retro1234; 12 March 2010 at 12:36. |
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#33 |
Global Caturator
Join Date: Aug 2004
Location: Porando
Age: 43
Posts: 6,107
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@Boo Boo: it was just an example, to not spoil the real game I was thinking about
![]() BTW: Cool Sonic implementation there, but the palette seems wrong a bit, too blue... |
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#34 | ||
Registered User
Join Date: Jun 2008
Location: Netherlands
Posts: 122
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Quote:
Quote:
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#35 |
Global Caturator
Join Date: Aug 2004
Location: Porando
Age: 43
Posts: 6,107
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Yes and no Exl.
I'm thinking about editing/replacing those already exported tiles. I'm not searching for a different tool, nor a different level editor to export those. I want to edit them bitmaps! And Froggy can't do that... right? |
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#36 |
Registered User
Join Date: Jun 2008
Location: Netherlands
Posts: 122
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Oh, well in that case no. And it's not intended for that. Personally I use Photoshop CS3, as I am a graphic design student, but anything that can manipulate pixels on a bitmap and modify's it's palette will do. Corel Photo-Paint, Paint Shop Pro no doubt, The Gimp, etc.
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#37 |
Global Caturator
Join Date: Aug 2004
Location: Porando
Age: 43
Posts: 6,107
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I'm afraid the palette would get phacked-up pretty badly with so little colors ...
What I'd want to do is, load 2 seperate sprite sets and easly copy a few from one to another, preferably those that would match each other. And all while preserving or merging the palettle. I'm afraid Photoshop isn't a proper pixel tool for that task. Oh well, can't do anything without the sprites that are missing from the proj.sprites forum... ![]() |
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#38 |
The 1 who ribbits
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this sounds way cool, can`t wait to have a looksie
so happy ribbits |
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#39 |
Phone Homer
Join Date: Jun 2006
Location: 5150
Posts: 5,810
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Im realy getting into this but is there a way to edit the emeines positions and some times when I remove spikes there still there just invisible.
Goto 10 |
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#40 |
Registered User
Join Date: Jun 2008
Location: Netherlands
Posts: 122
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Enemies and all moving things are Specials. As explained in the FAQ, the white bit is their "origin", where you place the special. The red boxed thing around it is the image of the special. Have a look at other Superfrog maps in Special mode and see how it's done.
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