What are people using TommyGun to do?

24

Comments

  • edited September 2006
    Kiwi wrote:
    If I put that feature in would that make it easier for you to use?
    Or would you stick to your current dev system?
    TG already has an option to place the mask AFTER the data and it would be too easy to make swap the data/mask order to mask/data.

    Definetly - as it stands every time I change a masked sprite I have to reverse the column ordering (this also leads me to use a different code-editor so I have a column-selection mode to perform this with) I use the sprite-editor exclusively for my games as it's the best tool out there for it (especially now the masking-bug has been fixed)
  • edited September 2006
    bobs wrote:
    Definetly - as it stands every time I change a masked sprite I have to reverse the column ordering (this also leads me to use a different code-editor so I have a column-selection mode to perform this with) I use the sprite-editor exclusively for my games as it's the best tool out there for it (especially now the masking-bug has been fixed)

    Did you try my latest SevenuP? I added more interleave options to address the needs you had in this topic:
    http://www.worldofspectrum.org/forums/showthread.php?t=10660

    And "Mask Before Graphic" option has been there since I added mask support (v0.6).
  • edited September 2006
    Metalbrain wrote:
    Did you try my latest SevenuP? I added more interleave options to address the needs you had in this topic:
    http://www.worldofspectrum.org/forums/showthread.php?t=10660

    And "Mask Before Graphic" option has been there since I added mask support (v0.6).

    I have tried SevenuP, but although I like it's simplicity (it's purely a sprite editor), it's still lacking for me in a number of ways, such as that it's limited to 32 frames (simply not enough!), and animations are difficult to preview. Using a separate file per sprite would perhaps solve these problems, but would just be more of a pain. TommyGun provides me with just about everything I need from a sprite-editor, bar this re-ordering.
  • edited September 2006
    bobs wrote:
    I have tried SevenuP, but although I like it's simplicity (it's purely a sprite editor), it's still lacking for me in a number of ways, such as that it's limited to 32 frames (simply not enough!), and animations are difficult to preview.

    I see. I'll increase the number of frames for the next version, how much do you think that would be reasonable? OTOH I don't think I'll be implementing animation preview any time soon...
  • edited September 2006
    Metalbrain wrote:
    I see. I'll increase the number of frames for the next version, how much do you think that would be reasonable? OTOH I don't think I'll be implementing animation preview any time soon...

    Farmer Jack... came in at 50 sprites, and that was pretty light, so at least 100 would be good (or infinite, couldn't it just be memory limited?)
  • edited September 2006
    Kiwi wrote:
    If I put that feature in would that make it easier for you to use?
    Or would you stick to your current dev system?
    TG already has an option to place the mask AFTER the data and it would be too easy to make swap the data/mask order to mask/data.

    Also, and I think somebody has already mentioned this somewhere, but an option to reverse the direction on alternate rows would be nice, as it can save a couple of precious t-states in a draw routine.

    The first row would be col#0->col#1, but the second is col#1->col#0, and then it switches back again so the third is col#0->col#1 again (and so on) The actual mask/graphic pairs are still in the same order though, it's just the "direction" of the column-data that's flipped.

    (does that make sense?)
  • edited September 2006
    bobs wrote:
    Also, and I think somebody has already mentioned this somewhere, but an option to reverse the direction on alternate rows would be nice, as it can save a couple of precious t-states in a draw routine.

    The first row would be col#0->col#1, but the second is col#1->col#0, and then it switches back again so the third is col#0->col#1 again (and so on) The actual mask/graphic pairs are still in the same order though, it's just the "direction" of the column-data that's flipped.

    (does that make sense?)
    That feature is already in for the palette based parser, I just need to update the speccy parser to do the same.
    Its got the technical name of ZigZag. :)
    It will be in for the next release.
  • edited September 2006
    bobs wrote:
    Farmer Jack... came in at 50 sprites, and that was pretty light, so at least 100 would be good (or infinite, couldn't it just be memory limited?)
    TommyGun sprites can have infinite frames, in that I don't have a set maximum limit. Thats the nice thing about using std::vector<> instead of fixed sized arrays.
    But realistically I wouldn't go over a couple of hundred if I was you, as you would consume alot of Win32 bitmap resources and other memory.
  • edited September 2006
    To the few (13) that took the time (2 secs) to vote, Cheers.
    And the six (6) that use TommyGun for anything real, Thanks!

    I wonder what happened to the other 300+ people who have downloaded it from my site???
    Maybe they aren't from WoS?
  • edited September 2006
    I can't remember if I took part in the poll, but I use it - mainly for graphics (along with SevenUp), but wouldn't mind getting into coding.

    Of course, I haven't been using it recently (I haven't been doing much recently) due to my 4 week old son, Ben.

    I tell you, he's going to be over the moon when he sees all the Spectrum stuff in the loft he's inherited.
  • edited September 2006
    I'll use it as my environment once I get the grip with ASM coding.
  • edited September 2006
    redballoon wrote:
    Of course, I haven't been using it recently (I haven't been doing much recently) due to my 4 week old son, Ben.

    I tell you, he's going to be over the moon when he sees all the Spectrum stuff in the loft he's inherited.
    Congradulations on the birth of your son - Ben.
    I know how you feel, my son is now 14 months old and time flys, well not the first 6 months they're hell, but it gets easier after that.

    My son too will inherit a few computers. www.users.on.net/~tonyt73 look the computers section. :)
    I want to add more spectrums - specifically a 128K and +3.
  • edited September 2006
    na_th_an wrote:
    I'll use it as my environment once I get the grip with ASM coding.
    You can use C and Z88DK and SpriteLib (SP1) as well.
    I will be adding SpriteLib sprite code generators in a future release.
  • edited September 2006
    Ok, looks like the features needed for the next release (0.9.11) should include:

    1. ZigZag data ordering
    2. Mask BEFORE data
    3. Resizeable images
    4. Changeable palettes
    5. Configurable keys
    6. Customizeable syntax highlighting.


    The good news is that 6 has already been done.
    1, 2, 3 and 4 are pretty easy.

    5 is going to take a little longer.

    0.9.11 should be available in about 1-2 weeks.
  • edited September 2006
    Did I miss anything that anyone wanted?
  • edited September 2006
    Kiwi wrote:
    Did I miss anything that anyone wanted?

    Transparency for overlapping objects would be great. Please! :)

    J
  • edited September 2006
    Of course, sorry truevideo!
  • edited September 2006
    Kiwi wrote:
    Did I miss anything that anyone wanted?

    A recent thought, but another sprite-output option would be useful, to be able to list the sprite in column-major format - that is, all the bytes from the first column, then all the bytes from the second column, and so on - and not just the column in that character block, but the whole column of the sprite. And then, to be able to zig-zag to the next column (so the second column goes back up to the top, the third back down again, and so on)

    Any chance? :)
  • edited September 2006
    Maybe a release between 0.9.12...15?

    Its not overly difficult, but I would question the number of people that would use it?
    But since there are only 6 people "offically" using TG from the poll, then 1 out of 6 is a high percentage. ;)

    Let me do the other formats first, then pester me via an email or PM or even publicly here if you like.
  • edited September 2006
    bobs wrote:
    Definetly - as it stands every time I change a masked sprite I have to reverse the column ordering (this also leads me to use a different code-editor so I have a column-selection mode to perform this with)
    I just checked the Code Editor and it supports column selection.
    Hold down Alt and drag the mouse where you want to select.
    Just like in VisualStudio.

    But the mask Before pixels options is in now anyways. ;)
  • edited September 2006
    Kiwi wrote:
    Maybe a release between 0.9.12...15?

    Its not overly difficult, but I would question the number of people that would use it?
    But since there are only 6 people "offically" using TG from the poll, then 1 out of 6 is a high percentage. ;)

    Let me do the other formats first, then pester me via an email or PM or even publicly here if you like.

    That's cool, nothing I can't do by hand at the moment.
  • edited September 2006
    I'll try to do it for this release, but its at the bottom of the wishlist.
    I would like to get this release out by either the weekend or early next week.
    It has a lot of changes and is the biggest release for a long time.

    So if I have time I will put in said crazy image format. ;)
  • edited September 2006
    Kiwi wrote:
    I'll try to do it for this release, but its at the bottom of the wishlist.
    I would like to get this release out by either the weekend or early next week.
    It has a lot of changes and is the biggest release for a long time.

    So if I have time I will put in said crazy image format. ;)
    Actually, it's not that crazy after all (except perhaps for the zig-zag thing). I think arranging sprite data by column order has some interesting advantages over the more common "linear" fashion.

    It's certainly not a priority for me right now (SevenuP does the job quite nicely) but I'll definitely use it whenever it's done. So thanks in advance!

    J
  • edited September 2006
    Wow! 2 out of 6 that 1/3 of the TG population!

    Kidding aside, I agree.
    The most obvious benefit is clipping of the sprite/image against the left and right sides of the screen.

    It shall be done oh fateful believers!
  • edited September 2006
    Something that I find missing is the ability to set the order which the sprites are added to a file, meaning that I have to cut & paste the sprite-data around the place so it matches the internal order I need. I know I could keep cloning & deleting the sprites to achieve this, but is there already an easier way that I might have missed? Or could one be added?
  • edited September 2006
    You should only have to do the cut & pasting thing once for your sprites.
    You must include the resource header and footer though so TG can update the contents once you have moved it.
    If you remove the header and footer, then yes you'll have to keep adding the sprites and then cut and paste again.
    But thats why the headers and footers are there so you don't have to do all that work.

    As for manual reordering - I could add a simple reordering ability to the insert resource dialog. But definitely not for the next release. The next release is turning into quite a big release, and I have only finished 50% of the requests so far. Far enough the next 50% aren't as big as the first first 50%.
  • edited September 2006
    Kiwi wrote:
    The next release is turning into quite a big release, and I have only finished 50% of the requests so far. Far enough the next 50% aren't as big as the first first 50%.
    Not bad for a guy who said a couple of months ago development was finished and doubtful you'd return to it... :-P
    I wanna tell you a story 'bout a woman I know...
  • edited September 2006
    ssshhhhh!!!! ;)

    lets just say I'll try to manage the "burn-out" feeling I get when doing 10 hours of work and then another 4 hours of TG each night. :)

    anyway i don't think everyone got the original message cos I was still getting bug reports to fix this that and the other or they simply ignored what I said.
    either way I'm back doing it again, so you guys can't complain then, eh? ;)
  • edited September 2006
    Kiwi wrote:
    ssshhhhh!!!! ;)

    lets just say I'll try to manage the "burn-out" feeling I get when doing 10 hours of work and then another 4 hours of TG each night. :)

    anyway i don't think everyone got the original message cos I was still getting bug reports to fix this that and the other or they simply ignored what I said.
    either way I'm back doing it again, so you guys can't complain then, eh? ;)
    I'm extremely pleased you're continuing development. It's nice to see your positivity cancelling out piters negativity....
    I wanna tell you a story 'bout a woman I know...
  • edited September 2006
    karingal wrote:
    I'm extremely pleased you're continuing development. It's nice to see your positivity cancelling out piters negativity....
    Always happy to keep my customers happy!

    q: can you call someone a customer if you give stuff away? :D
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