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VDC v1.5
#11
(04-09-2015, 04:12 AM)DARK-EVIL Wrote:  thanks.Its worked,
So can u tell me what this Viewing bmp pic Can hel me While DChanging A Character.

Get the exact data in the exact frames you exactly need :p
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#12
Very nice work there YinYin!!

Is this allows You to edit Data 'in flight' (while LF2 is running)?
Would like to work on something like that just to train my C# programming skills ;)
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#13
(04-10-2015, 01:05 PM)Kim_Bo Wrote:  Very nice work there YinYin!!

Is this allows You to edit Data 'in flight' (while LF2 is running)?
Would like to work on something like that just to train my C# programming skills ;)

Nope, my focus is just on being able to visually edit your data - so you can see what the heck you are doing, while having to type as little as possible.

But you can do that with this one: http://www.lf-empire.de/forum/showthread.php?tid=7967

edit: I could throw this one on github though - so you could add any feature you like or help me out with things I'm stuck on.
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#14
How about making templates for some basic attacks?
for ex,
Projectile aka energy ball-
Choose amount of frames (for ex, if I want 6 frames overall)
On which frame the ball is out (for ex, I want the ball to shot in gram 4)
Ball Id

Or like a punching combo-
Choose amount of frames
Hit on (like hit on frame 3,5,7)
Moving distance(3 pixel for each frame)

Something like easy moves creator
[Image: p45mycA.png]
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#15
Yeah I've been thinking about that.

I would rather go with offering much more complex templates that would usually take a lot of time to develop into a functioning state than simple things you can always copy over from the original characters or write up from scratch without much trouble. Whether you define the parameters inside a specialized wizard, click them together in the visual editor or copy/paste&write it up in the text box - essentially you still have to define everything of your projectile/combo sequence. And these kind of things should work well enough right away. (so I see little point wasting my time on creating a wizard)

Templates that are more interesting and worth my trouble to create could be:
adjustable sine hovering
hold back input/charge
smooth self catch
mp charge
etc.

And more generally object/id type templates could be useful too, with only the key/initial frames required and more descriptive titles (eg. 100backflip/102rolling/108frontflip instead of all the rowing frames - and perhaps some extra comments on conditions etc).

That's all pretty far away though. More important now is making itr and bdy areas resizeable with just a mouse click and drag.
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#16
(04-10-2015, 01:28 PM)YinYin Wrote:  I could throw this one on github though - so you could add any feature you like or help me out with things I'm stuck on.

I don't think my C# skills are at this level, but this would be great to see the source.
I think there is much DC knowledge needed to develop tool we all wish for. And I am actually DC nOOb :P

Think that if You would release source for public, lots of people would like to get this only to put their names and release as its own product.

YinYin Wrote:But you can do that with this one....

Yeah I've heard. But also wondering how to enable the real 'in flight DC performance'. I mean without game crashing even if lots of frames would be edited at once.
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#17
(04-10-2015, 02:57 PM)Kim_Bo Wrote:  I don't think my C# skills are at this level, but this would be great to see the source.
I think there is much DC knowledge needed to develop tool we all wish for. And I am actually DC nOOb :P

Think that if You would release source for public, lots of people would like to get this only to put their names and release as its own product.
Developing the features/parsing or connecting the visual editor to the text based one does not really require much/any DC knowledge.

Also I'm not worried about anyone forking this on github and only changing the about to untrue credits. At all. The possibility of someone actually improving it should far outweigh someone making a fool of himself (including me making probably awful code public). I should look into doing this either way.

(04-10-2015, 02:57 PM)Kim_Bo Wrote:  Yeah I've heard. But also wondering how to enable the real 'in flight DC performance'. I mean without game crashing even if lots of frames would be edited at once.
Magic of c++ in Someone elses hands. Or more precisely: knowing how to hook into another application and applying all our knowledge about LF2s internal addresses to replace memory directly. Not my forte.
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#18
you could also do an option where user could make their own templates
it will save u time making bunch of templates and with time i belive we will have here some really usefull ones from many good dcers
[Image: p45mycA.png]
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#19
Yeah, that is the very best option to do.

edit: the whole thing is now on GitHub for you to marvel at my spaghetti code or help me improve it:
https://github.com/YinYin-Falcon/VDC

You can also sneakily precompile whatever state it is currently in to test out not yet released things such as resizable bdy and itr areas (roughly works already, but I want to add some more ctrl/shift modifiers to it and hopefully get rid of some jitter when changing both position and size).
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#20
I just tested this program with bat.dat, it is very nice! I click Alt+V and the Frame Viewer shows up, then I put the cursor on the text corresponding to a frame and the sprite of that frame is shown! I have noticed a problem when showing many frames at once, however. If I start scrolling through the frames with the up/down arrow, the program will run out of memory and an unhandled exception is thrown.

I do not know how memory handling is done in C#, but there seems to be memory leaks here. Make sure the objects are deleted when no longer needed, though this might slow down performance since the frames that were loaded already must be loaded again. I guess it is memory vs performance. :p
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