[Coco] Phoenix IDE gaining sprite/tiles/map editor
Roger Taylor
operator at coco3.com
Tue May 10 00:30:52 EDT 2011
It's a great time, indeed. I have just integrated a very nice
sprite/tile/map editor into the Phoenix IDE. There's still more work
to do but the editor is a full function utility that can output data
and even assembly code in preset and custom formats. I plan to have
it output in binary at first so the MMUINC function can be used in
CCASM to embed the data during the build process.
The first thing I did was import my own hand built sprite set for the
Agent C game which was 12 people/characters, a filing cabinet, some
papers, a key, etc. into the editor. It broke apart my solid BMP
image of all the sprites into their own sprites. I then copied each
single sprite into it's own sprite set so I could give each character
3 or 4 different variations, like smiling/talking/eyes moving, etc.
to give them a little bit of "character". Very easily done in the
editor especially with the copy/paste/duplicate/selection editing, etc!
This is what I'll be using the sprite editor for, but others may want
to use it to create a tile based Mario Bros style game. The editor
comes with some sample files that have a map and sprites if anyone
wanted to take some existing sets and make a game out of those.
I'll probably end up having to buy an audio editor for the IDE. The
font editor already outputs in binary format so it looks
promising. With fonts, sprites/maps, and sound, would these features
convince you to try building your next CoCo game completely from a PC?
--
~ Roger Taylor
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