[Tool] Playable character sprite calibration tool

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Re: [Tool] Playable character sprite calibration tool

Postby Ness-Wednesday » Mon Aug 17, 2015 6:12 pm

OMG I can finally fix my Bard Toad and add the corn!
And with this, I can also make my Playable Sullivan and Mike Wazowski for my project.
Thanks for the awesome tool! :D
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Re: [Tool] Playable character sprite calibration tool

Postby buddyroach » Wed Aug 19, 2015 2:36 am

Wohlstand wrote:
buddyroach wrote:I just wanted to say, this is a badass program. It is very well thought out and works well. It carries out multiple big tasks and even draws the spritesheets and the masks for them as well along with a text file to show smbx what to calibrate and how to tweak them. has an animator viewer so you can see what is going on. Allows you to adjust hitboxes. Tweak the frames offset so they dont cut off or overlap eachother. It lets you choose with each animation, what frames to use and in what order. This allows for new animations which differ from the original player sheets, thus more customization of sprites. Yeah I am probably just saying what everyone knows but I just really appreciate all that it does. Thank you for making this. This is awesome. What I am wondering is how you knew what to put in the text files to communicate to SMBX? Did you get the source of SMBX to know how to communicate to it?
I wasn't got sources of SMBX, but we with Kevsoft are hacking SMBX and disassembling them to get most of things from SMBX. I did a lot of side experiments to grab metrics from NPC's and other items. Calibrator is a useful tool to calibrate frames on image to fit into SMBX's hitboxes, and same tool used to configure character hitboxes, make animations for each case etc. for PGE. Generated INI file can be used in the SMBX with LunaLUA usage to redefine width and height of character. Later when we will find that addresses which defining settings of player's hitbox offsets, will be possible to completely redefine hitbox of the playable character
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Re: [Tool] Playable character sprite calibration tool

Postby Mario3785 » Thu Dec 24, 2015 9:57 am

This will probably make me look like a complete idiot, but how do I import sprites over another character's?

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Re: [Tool] Playable character sprite calibration tool

Postby Wohlstand » Thu Dec 24, 2015 10:02 am

Mario3785 wrote:This will probably make me look like a complete idiot, but how do I import sprites over another character's?
Just open it! :P (name should be compared with "mario.gif", "liugi.gif", "peach.gif", "toad.gif", "link.gif")
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Re: [Tool] Playable character sprite calibration tool

Postby lotus006 » Thu Mar 10, 2016 4:38 am

Sorry if this question was already posted, but I wanted to add frame to mario-2.png but
in the tool I checked 6x3 where normally there is no images, the thing is the tool see the image
and all is calibrated and animation done in the tool but ingame is not displaying.
What I'm doing wrong ? (I also checked "Enable this frame").

PS: The other images work, I mean the one replaced not added.

Thanks in advance :D

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Re: [Tool] Playable character sprite calibration tool

Postby Wohlstand » Thu Mar 10, 2016 5:00 am

lotus006, LunaLUA currently is not supports customized animations even you will wish to modify sequence of frames without changing of images (how I understood, your goal is adding a new frames and customize built-in animation). Customized animation will work in PGE Engine, but, put modyfied ini files into configs/SMBX/characters/ instead of default.

Currently for LunaLUA case you need to use default animations or draw a custom animation via lua code.
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Re: [Tool] Playable character sprite calibration tool

Postby lotus006 » Thu Mar 10, 2016 6:08 am

Wohlstand wrote:lotus006, LunaLUA currently is not supports customized animations even you will wish to modify sequence of frames without changing of images (how I understood, your goal is adding a new frames and customize built-in animation). Customized animation will work in PGE Engine, but, put modyfied ini files into configs/SMBX/characters/ instead of default.

Currently for LunaLUA case you need to use default animations or draw a custom animation via lua code.
Yep probably that will be my only last option :P thanks for the info :) but or else the tool work flawlessly :D
good work!

About this can you point me on where I can find how to add frame with Lua ?

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Re: [Tool] Playable character sprite calibration tool

Postby Wohlstand » Thu Mar 10, 2016 6:25 am

You can ask this question in LunaLUA thread, but I meant draw over character custom animations via special API
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Re: [Tool] Playable character sprite calibration tool

Postby FanofSMBX » Sun Mar 13, 2016 12:00 am

I thought I would have to ask this for a playable Wiggler for yoshiegg but it is actually fitting into SMBX.

Is the limitation of 100x100 pixels for playable characters still existing in LunaLua?

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Re: [Tool] Playable character sprite calibration tool

Postby Wohlstand » Sun Mar 13, 2016 7:39 am

FanofSMBX wrote:Is the limitation of 100x100 pixels for playable characters still existing in LunaLua?
yes (Dumb absolute values!)
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Re: [Tool] Playable character sprite calibration tool

Postby HenryRichard » Sun Mar 13, 2016 10:31 pm

Wohlstand wrote:
FanofSMBX wrote:Is the limitation of 100x100 pixels for playable characters still existing in LunaLua?
yes (Dumb absolute values!)
Though technically, it wouldn't be that difficult to just make the player invisible and render them using Graphics.drawImageToScene - then you could make the player as big as you wanted (though any bigger than like 128x300 would be pretty ridiculous).
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Re: [Tool] Playable character sprite calibration tool

Postby FanofSMBX » Sun Mar 13, 2016 11:16 pm

HenryRichard wrote:
Wohlstand wrote:
FanofSMBX wrote:Is the limitation of 100x100 pixels for playable characters still existing in LunaLua?
yes (Dumb absolute values!)
Though technically, it wouldn't be that difficult to just make the player invisible and render them using Graphics.drawImageToScene - then you could make the player as big as you wanted (though any bigger than like 128x300 would be pretty ridiculous).
Do you have to rewrite the drawing from scratch?

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Re: [Tool] Playable character sprite calibration tool

Postby HenryRichard » Sun Mar 13, 2016 11:49 pm

Sort of. You can get what the player's current sprite is and the sprite offsets pretty easily, so you can do it with like 7 lines of lua.
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Re: [Tool] Playable character sprite calibration tool

Postby Angelus » Fri Dec 23, 2016 2:35 pm

Hey there, I would like to ask something: I've managed to edit some player animation with the help of this tool, but it doesn't seem to change at all when I test it into the game. I'm using SMBX 2.0. Am I supposed to do something else besides just editing and saving the animation?

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Re: [Tool] Playable character sprite calibration tool

Postby Wohlstand » Fri Dec 23, 2016 4:32 pm

Angelus wrote:Hey there, I would like to ask something: I've managed to edit some player animation with the help of this tool, but it doesn't seem to change at all when I test it into the game. I'm using SMBX 2.0. Am I supposed to do something else besides just editing and saving the animation?
Animation changing is not supported by LunaLUA yet but planned. (You may remember that old versions of LunaLUA are wasn't supported a modifying of frame offsets). PGE Engine supports everything (but globally only yet, I.e. calibrations you must put into config pack's folder and declare usage of it in the "lvl_characters.ini" file in the config pack).
Last edited by Wohlstand on Fri Dec 23, 2016 5:40 pm, edited 1 time in total.
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Re: [Tool] Playable character sprite calibration tool

Postby Angelus » Fri Dec 23, 2016 5:20 pm

I see. Thank you very much for your explanation!

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Re: [Tool] Playable character sprite calibration tool

Postby Bearded-Toad » Mon Feb 27, 2017 10:49 am

pardon me if this sounds odd, but can you assign a image of a single frame to a character?

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Re: [Tool] Playable character sprite calibration tool

Postby Wohlstand » Mon Feb 27, 2017 10:54 am

Bearded-Toad wrote:pardon me if this sounds odd, but can you assign a image of a single frame to a character?
You can put it into possible frame location by any (EXCEPT MSPaint!!!) graphical editor, and then open your image in calibrator and calibrate the position to fit your just-pasted frame into character's hitbox accurate
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Re: [Tool] Playable character sprite calibration tool

Postby The Dwarven Digger » Mon Feb 27, 2017 11:05 am

Wohlstand wrote:any (EXCEPT MSPaint!!!) graphical editor
And that's why my first episode (or, the very little of it I made before abandoning it) contained screwed-up graphics with random 1px garbage all over it. Good thing I downloaded paint.net afterwards.
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Re: [Tool] Playable character sprite calibration tool

Postby Bearded-Toad » Mon Feb 27, 2017 12:41 pm

Wohlstand wrote:
Bearded-Toad wrote:pardon me if this sounds odd, but can you assign a image of a single frame to a character?
You can put it into possible frame location by any (EXCEPT MSPaint!!!) graphical editor, and then open your image in calibrator and calibrate the position to fit your just-pasted frame into character's hitbox accurate
ah. ok...but say like the frame is a single image...I seem to be having trouble...for example it's a idle frame, no other animation, and I want to assign it to an animation frame of another character...

I apologize for any confusion, I should have been more specific.


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