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pretmap's Issues

Developement skills

can separate UI from logic it's very important to understand easly the source code.

for exemple
Generic part GBA-Part pokemon-Part pokemon Ruby,Emerald,etc.. -Interficie

i think that is possible and it's very useful to develop any program.

i'm writting a framework for pokemon gba developement with c# and i follow your work to learn how to do this part...
https://github.com/TetradogPokemonGBA/PokemonGBAFrameWork

[sorry my bad english...]

Add ability to delete maps

This one might be a bit tricky because there are many places in the decompilation projects that would be affected. And what if another map has a warp that points to the deleted map? Lots of things to consider.

Suggestion for Smart Pathing

While smart pathing is amazing and will make things much easier in some cases, having it be fixed to 3x3 stretches is limiting. I would suggest a modifier that when held down draws 2x2 paths instead. Perhaps another modifier could be user determined, allowing the user to specify that they want nxn tile paths and the smart pathing will draw them accordingly.

Additionally (and I know this is known), support for FR style paths will be needed in the future. Mountains and stretches of water will need this support as well, as they also use corner tiles.

Thank you!

Set properties when adding new map

When adding a new map, present the user with a dialog box which allows them to choose things like width, height, tilesets, etc. Currently, it creates new maps with default values.

"Open in Text Editor" button

AMap does this with XSE. Need to be able to open up a relevent script file with text editor with just a single click. Let the OS handle opening it up.

Make Mapping Efficient by Copying Shortcuts From A-Map

The build you uploaded to Mediafire is good, but mapping with pretmap is a much clunkier and slower experience than mapping with A-Map.

In my opinion, the following suggestions are vital to 1.0:
*Right-Click to copy a tile from the map.
*Middle-Click to fill.
*Ctrl+Right-Click+Drag to copy a group of tiles from the map.

As of right now, you need to move your mouse up to the top of the window, select eyedropper to copy, head back down to the map, copy a single tile, then head back up so you can draw on the map, and then back down to draw that tile. That's incredibly inefficient. Furthermore, ALL clicks perform the currently selected action. I don't need three buttons to do the same thing. Spread that functionality out so that mapping is more streamlined and less tedious, perferably in a way that doesn't break existing muscle memory.

There is functionality to copy a group of tiles from the tileset, but not from the map. If my house tiles, say, are not all together on the tileset so that I can copy them in one group, I have to reassemble them every time I want to put down a house with the current implementation, something A-Map avoids by allowing us to multi-select tiles from the map to copy and plop down.

Miscellaneous Suggestions:
*Shift+Left-Click+Drag to draw multiple tiles using smart-pathing logic instead of the by-grid style.
*Implement the map shifting functionality from EliteMap.
*Make some delineation between the open map and the connections/border. I am inadvertently trying to draw on them without realizing that they're not my current map because they are so seamless.
*Ability to open an event's script file with defined text editor/IDE.

Add plugin support for easy extension and support for source changes

This isn't anything too urgent, but it would be nice to have a plugin system that would enable compatibility with changes to the original source. For example, someone could write a module that would enable a day/night cycle, and a plugin so the different times of day and different wild Pokémon could be shown.

Allow to replicate already existing groups of tiles

I just thought about another one, let the user use the Color Picker tool to select an already existing group of tiles inside a map.
For example, holding the left click while the color picker tool is enabled, would allow you to copy X house or tree, and then by changing to the pencil tool and using the left click, you would be able to put as many copies of that house or tree as you want.

This could be particularly useful in some cases, like for example with Professor Birch's Laboratory in Littleroot Town which seems to be a huge pain in the butt to replicate manually.

A document providing a change log

Title is self-explanatory. It'd be nice to have a... say, CHANGELOG.md file with a register of the big or most important features that are getting added to PretMap, for everyone's convenience.

1.1 Release Requirements

  • #7 Change mouse cursor depending on which of the tools is currently selected
  • #33 Add ability to zoom map view in and out
  • #38 Suggestion for Smart Pathing
  • #51 + type Cursor for dragging the map around
  • #56 A document providing a change log
  • #59 Make Mapping Efficient by Copying Shortcuts From A-Map
  • #60 "Open in Text Editor" button
  • #62 Suggestion
  • #64 Tileset/Blockset Editor
  • #67 A document providing an install guide

1.0 Release Requirements

Required:

  • #4 Add ability to change a map's width and height
  • #5 Add ability to change a map's primary and secondary tilesets
  • #14 Add ability to add other types of objects besides people objects
  • #15 Give friendly movement type values for map objects.
  • #16 Give friendly dropdown values for signpost event "Type" field
  • #18 Double-click on warp should open the destination map and auto-select the destination warp
  • #27 Add Tooltips to each of the options.
  • #30 show neighbouring maps
  • #31 movement permissions
  • #32 undo/redo buttons

All other issues are optional.

Is there anything else minor we can add before a 1.0 milestone? Anything minor such as #51 .

Ability to import maps from another ROM

To make pretmap usable for dissassemblies, we need to implement an "Import" feature that tries to target a ROM (usually a ROM hack) with the same base (read the ROM header) and try to replace the dissassembly's maps with the dumped maps, automatically naming all the Maps and MapGroups 00, 01, 02, etc.

This will make it actually feasible for people to more easily transfer their rom hack bases to a dissassembly.

Map Region Editor

If we're going to be adding new maps, we should be able to place where they are on the region map; which would imply some sort of region map editor.

Suggestion

Adding some support for block editing, like Advance Map has.
Allowing editing the blocks for more map customizing!

Toggle showing connected maps

just like you have a box for "show grid" it would be great to have a feature that shows the neighbouring maps after clicking on a box. the neighbour maps should be greyed out to distinct them from the active map.

Add Tooltips to each of the options.

Only expecting this to be done before a 1.0 release, otherwise Tooltips might change, wasting development time. Simply hover your cursor over an option and let it set 3-5 seconds for one to appear.

Couple of suggestions

  1. Allow the user to copy an already existing tile by using the Right Click instead of having to use the color picker tool.

  2. Allow the same function to be used for movement permissions, or collision blocks, whatever they're called here.

  3. Allow the user to hide anything that is outside of the grid when visualizing a map.

  4. Add proper documentation at some point down the road, on what does each field of each section inside PretMap do.
    For example, right now I do not entirely understand things like Location or Visibility inside the Header at the Attributes Tab, or the Replacement and Property fields when seeing an NPC's data,

movement permissions

It would be great to be able to edit movement permissions. To safe time it would be even better to give default movement permission values to tiles.

Add ability to zoom map view in and out

in amap a ingame 16x16 block is always seen in 16x16 size on the computer screen aswell. i would like to have a feature that makes that block appear in 32x32 on the screen without changing the ingame values.

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