Sue's Workshop - New version in Development!

Jul 6, 2009 at 8:29 PM
Hoxtilicious
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Since Prof. Eich is not working on SW anymore, I'll post his Alpha here just for archiving and community interest.

http://www.tile44.org/SW0.5AlphaJ.zip

Don't expect much. btw. It's 2 years old.
 
Jul 7, 2009 at 4:23 PM
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Schokobecher said:
In my opinion it's kinda useless making it "open-source"
Since you need some freaking expensive VB IDE Studio Thingy.
So you have the source and all... but then... you can't compile it / make changes.
This is completely false. There are free compilers available for Windows. I suppose it's possible that they won't work with .NET (though since .NET is free I'd expect them to) but that's not really a major problem.

S. P. Gardebiter said:
Um... No?
It's made with Visual Basic Express 2005, which is actually free of charge.
Of course, this fact makes the above a moot point. Though I'd never recommend Basic... but probably that's just me.
 
Jul 7, 2009 at 5:01 PM
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But it's still not opensource, since the Source will be given out on request (and only if garde things the person could handle it)
 
Jul 15, 2009 at 4:12 PM
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We can hold SHIFT/CTRL to mass select and mass delete? Delete maps with the delete key? Tileset editor? NPC.tbl editor? Able to switch between or use all image file types for tilesets, spritesheets and stuff? Able to change starting map, able to change intro map?
Able to reset all maps so that only the first map is there(Null). Display the sprites when entities are selected, drop down entity selection menu, displaying name of entity? A toobar/side window that shows the flags that you used, and other important information. Able to resize tilesets and such.

Have you implemented those?
 
Jul 17, 2009 at 1:40 AM
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Will there be a built in text editor? and will we be able to see what sprites are what? It annoys me when I have to choose from a list of sprites I can't see.

Please tell me if they are already in it, I am still a huge noob at hacking cave story.
 
Jul 17, 2009 at 3:39 AM
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You could also try Cave Editor.
 
Jul 17, 2009 at 10:34 AM
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Yeah sure.
Or you could kill yourself.
Go advertise CE somewhere else.
1. Warning.
 
Jul 17, 2009 at 11:44 PM
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Honestly for those fighting over which is better, they both have good and bad qualities. End of story.
 
Jul 17, 2009 at 11:54 PM
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UltimaLink said:
Honestly for those fighting over which is better, they both have good and bad qualities. End of story.

Or rather, not the end.

If it'll help, I've used all three (yes, there are 3) major editors, and have come to the following conclusions about each.

= Sues' WS =
Pros: Generally stable, easy-to-understand interface, provides basic editing.
Cons: Currenly lacks (though being developed) many of the features Cave Editor has.

= Cave Editor =
Pros: Powerful, multi-purpose hacking and editing tool. Very rapid development.
Cons: Not always stable, a little glitchy.

= Miza =
Pros: First editor to my knowleged, fairly stable, very minimalistic editing for newbs (scripts and maps only).
Cons: Not compatible with any other edits or changes, largely dead.
 
Jul 17, 2009 at 11:55 PM
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UltimaLink said:
Honestly for those fighting over which is better, they both have good and bad qualities. End of story.
indeed, but advertising ce in the sues workshop thread is a tad off kilter.
 
Jul 18, 2009 at 12:03 AM
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Besides that:
This is a Work-Progress Thread.
It's not about how good a software is, it's about wishes and stuff.
No "mah-software-has-the-bigger-inet-penis-lolz"#

So, last and final warning.
Oh and for everyone wondering if it's still in progress:
Yeah it is.
*cough* Image Editing *cough*
 
Jul 18, 2009 at 12:14 AM
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Well, what shall I say to this?

It's still in development :x
Currently working on the NPC editor.

btw.:

diph.php


LOL opened mah config with SW.
 
Jul 18, 2009 at 1:13 AM
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you figured out map adding yet?
 
Jul 18, 2009 at 1:16 AM
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Lace said:
you figured out map adding yet?

Nope. :/
I found out some other good API functions though.
 
Jul 18, 2009 at 1:25 AM
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sorry I couldn't have been more help with that
 
Jul 18, 2009 at 5:28 AM
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S. P. Gardebiter said:
*blink blink* Uh... what?



EDIT: Okay... Cave Editor is famous for being incompatible with Sue's Workshop, right? That is, after editing with Cave Editor you can no longer edit with Sue's Workshop? The question is: would you consider fixing that?

If the answer is "no", then I have an alternative suggestion: have both Cave Editor and Sue's Workshop put something in a fixed location in the executable which indicates that it has been edited with that respective program. Then if Sue's Workshop finds Cave Editor's magic word in the file, it will know that it cannot edit it; similarly, if Cave Editor finds Sue's Workshop's magic word in the file, it will know that it cannot edit it (if that's the case, at least) or alternatively that it has to read it slightly differently.
 
Jul 18, 2009 at 11:23 PM
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Jul 19, 2009 at 12:32 AM
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Celtic Minstrel said:
*blink blink* Uh... what?



EDIT: Okay... Cave Editor is famous for being incompatible with Sue's Workshop, right? That is, after editing with Cave Editor you can no longer edit with Sue's Workshop? The question is: would you consider fixing that?

If the answer is "no", then I have an alternative suggestion: have both Cave Editor and Sue's Workshop put something in a fixed location in the executable which indicates that it has been edited with that respective program. Then if Sue's Workshop finds Cave Editor's magic word in the file, it will know that it cannot edit it; similarly, if Cave Editor finds Sue's Workshop's magic word in the file, it will know that it cannot edit it (if that's the case, at least) or alternatively that it has to read it slightly differently.

Or, uh... Merger!
:)

Call it Cave Workshop.
(But seriosely, don't. .-.)

The issue of compatability is a non-question in my opinion; you should usually stick with one editor or another.
This is especially true if you're only making map-and-script changes, in which case the current version of SW is perfect, IMO.

But, uh...

Yeah.

Feature Idea: Built-in ORG program!
 
Jul 19, 2009 at 12:49 AM
Hoxtilicious
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Shun the non believers.

It can actually load any programm into it's Panel.
I'm currently just having trouble with the window size but I can fix that I hope.


diph.php


Note that Doukutsu is actually in the taskbar but Sue's Workshop is still selected in the Taskbar allthough Doukutsu is the active window :)

andwhyisit said:
It was a joke.

No it wasn't :S

DragonBoots said:
Feature Idea: Built-in ORG program!

Nope I will directly load ORG Maker into the right panel of SW.
So you can edit your org files with ORG Maker :)
 
Jul 19, 2009 at 12:55 AM
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DragonBoots said:

The issue of compatability is a non-question in my opinion; you should usually stick with one editor or another.
This is especially true if you're only making map-and-script changes, in which case the current version of SW is perfect, IMO.
My point is simply to add a safeguard. You and I know that the editors don't mix, but others don't know this, and that's a fairly common source of errors. Simply adding an error message when trying to open a game edited with Cave Editor would make it clearer and prevent people from breaking the game in this way.
 
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