Users browsing this thread: 2 Guest(s)
Jer's Sprite-Related Scripts - Current: Tile Chopper (update Feb 25)
#8
So it took me a while, but I finally managed to figure out an alternative to drag-and-drop which makes the Tile Chopper script faster to use and MASSIVELY more useful.

Basically, now when you click two tiles, it will swap them instantly instead of forcing you to push a button and reload the page every time, allowing you to swap around tiles in quick succession to your heart's content.

I have an idea for another feature I want to implement in this eventually, but it will take some time for me to figure out if at all, so don't hold your breath.

Updated instructions are below:




Tile Chopper Instructions:


Basically what this does is it takes screenshots of 8-bit games, and quickly finds and returns all the unique 16x16 tiles. The point being to help you collect tilesets for games without you missing anything or having to "eyeball" which tiles are actually unique in an image.

Let me explain how it works.

Step 1: Create a bunch of screenshots for your game of choice. Make it easier on yourself by using an emulator that has a screenshot function built into it. For best results it should save the screenshots as PNGs.

Step 2: Upload a screenshot. You'll get a screen that looks something like this:

(I'm using Kirby's Dream Land 2 in these examples)

[Image: Demo1.png]

Step 3: Fiddle with the offsets until the tiles in the screenshot look correctly lined up in the squares.

[Image: Demo2.png]


Step 4: Press the "Process Image" button. The results will check each tile in the image against both all the rest of the tiles in the current image, as well as any tiles you may have already collected from other screenshots, and return which tiles it deems unique. It will look something like this:

[Image: Demo3.png]

You'll notice in my example, the door tiles and the solid white tiles were ignored. The reason is because I already obtained those tiles from a previous screenshot I processed.

Step 5: Click on any tiles you do not want to keep. Usually this means any tiles that are covered up by sprites, as well as the HUD. When clicked they will fade out like this:

[Image: Demo4.png]

Afterwards click "Keep Selected tiles". You can also click "Remove Image" if it turns out there is nothing of value.

Step 6: Unwanted tiles will be deleted, unique tiles will be added to your overall collection. You'll see a screen similar to this:

[Image: Demo5.png]

In this example you can see I already sorted some files from previous screenshots.

To move tiles around, simply click on the tile you want to move and the space you want to move it to. You can do this even if the space is already occupied, the two tiles will simply trade places.

When you're finished sorting, make sure you hit "Save Changes" to save your work. If you made changes you didn't mean to, you can hit "Revert Save" to reset any changes you made since you last saved.

The "Clear All Unsorted Tiles" button deletes any tiles sitting in the "Unsorted Tiles" area. To use this feature you need to save your changes first, or revert to last save.

The number boxes and "Update Sheet Dimensions" button are hopefully self-explanatory. It's a good idea to save immediately after doing this.


Finally the "Convert Current Sheet to Image" button does just what it says. It turns your sorted tiles into a PNG image which you can save to your computer in the usual fashion. The final product looks something like this:

[Image: Demo6.png]
Reply


Messages In This Thread
RE: Jer's Sprite-Related Scripts - Current: Tile Chopper (update Feb 25) - by Jermungandr - 02-25-2016, 03:42 PM

Forum Jump: