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July. 5, 2022

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ALE Editor Alpha 3 Release
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After a (very long) wait, we (Skotty and me) finally managed to release the first alpha version of the ALE Editor:
Open in new window

It is still in a very early stage, but feel free to play with it and report bugs. You can see some of the not yet finished stuff in the about window.

A Linux build will follow (already running, needs rpm build).

We appreciate any feedback!

Edit: There was a texture filtering issue which forced me to reupload it.

Edit 2: A usage hint: You have to select all the texture files you can find. They will be added to an internal list and be searched for the texture name. If the particle system does not find it you will get a colored quad. The textures are searched each time you start/restart an effect.

Edit 3: Alpha 2 consist of mostly GUI fixes from Skotty and some small GUI fixes from me.

Edit 4: Alpha 3 are again GUI fixes from Skotty, as I try to finish the OpenGL renderer for FL (I only helped a bit with the scrolling performance fixes).

Changelog Alpha 3 (major work by Skotty):
- Improved performance of Node Properties window scrolling and updating.
- Unify library windows of Emitters, Appearances, Fields and Miscellaneous into one tree overview (Node Library).
- Add filters to every list (Node Library, Effects, Node Linking, Node Transforms).
- Add context menus to Node Library, Effects, Node Linking, Node Transforms.
- Add icons for every context menu entry.
- Add Drag and Drop of Nodes from Library to Node Linking area.
- Add multi selection being possible for Drag and Drop and context menu operations.
- Fixed Time Key slider being clamped between 0 and 1.
- Fixed Time Key slider being resetted on changing effect.
- Fixed possible duplicated Node name generation.
- Fixed docking Node Property windows into Node Properties docking area instead as neighbour of it.

Attach file:


zip AleEditorAlpha1.zip Size: 1,684.46 KB; Hits: 203
zip AleEditorAlpha2.zip Size: 1,487.70 KB; Hits: 309
zip AleEditorAlpha3.zip Size: 1,530.77 KB; Hits: 147

Posted on: 2020/6/13 22:14
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Re: ALE Editor Alpha 1 Release
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Is there a way to zoom out?
Most of the effects I tried to load are significantly bigger than the preview screen and therefore it is hard to see how they actually look.
The zoom control only seems to allow positive numbers but i actually have the feeling that it doesnt change anything.

edit:
ah... nvm found it

that certainly takes a bit longer to test
thanks for your hard work on it

Posted on: 2020/6/14 10:46
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Re: ALE Editor Alpha 1 Release
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what did you do OP? I have the same problem...

np, got it. mousewheel only. the arrows on the Zoom dialogue box do nothing

edit2: manual input on the zoom does nothing either.

certainly looks good so far

Posted on: 2020/6/14 13:55
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Re: ALE Editor Alpha 1 Release
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Yeah, Skotty forgot the events.

You can find the controls in the help menu.

Posted on: 2020/6/14 14:08
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Re: ALE Editor Alpha 2 Release
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Alpha 2 is released, see first post

Posted on: 2020/7/9 22:02
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Re: ALE Editor Alpha 2 Release
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Any way to implement a x,y,z axis in view window?

Posted on: 2020/7/10 16:35
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Re: ALE Editor Alpha 2 Release
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Sure, I can implement this easily. Will make this toggleable so that you can switch it off if not wanted.

Posted on: 2020/7/11 8:48
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Re: ALE Editor Alpha 2 Release
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Awesome, you guys rock!

Posted on: 2020/7/11 18:35
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Re: ALE Editor Alpha 2 Release
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Alpha 3 is out (see first post).
@Alucard: We will try to add your suggestion to alpha 3.1.

Posted on: 2021/7/10 20:27
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Re: ALE Editor Alpha 3 Release
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Hey guys, I got the itch to mess with freelancer again and currently messing with this tool. I don't know if this a bug or not. In the node block and root when I make a custom ale, nothing appears. I can start a custom ale, Node library, Effect. But after that I can't seem to go any farther. Am I missing something?

Posted on: 1/8 2:07
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Re: ALE Editor Alpha 3 Release
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Nevermind, I got it. Different question, how do I make a file like the sparks1anim_0_0? I know how to make txm, but not how it reads the sprites inside. How does it read the texture? Left to right and then down and continue correct? How can I make it bigger to read say 30 sprites instead of 15?

Posted on: 1/8 4:09
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Re: ALE Editor Alpha 3 Release
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The user interface is far from user-friendly currently. The first focus was to get it just work somehow. But it isn't intuitive and there is no tutorials or help either currently on how to use it. That may cause some confusion.

On the usage of animated sprites I also sadly do not know myself, I never tried it and as well would have to experiment with it first now.

Posted on: 1/8 8:12
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Re: ALE Editor Alpha 3 Release
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I found it fairly simple to work once I got something to actually work. I can write up a user tutorial, if need be. There are somethings that don't work as you have mentioned. But I am learning quite a bit of what it can do and it can do quite a lot.

Posted on: 1/8 14:49
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Re: ALE Editor Alpha 3 Release
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As for sprite textures, here's what I know using utf 2.1:

sparks1anim_0=

Texture count 1 (uses 1 256x256 texture)

Frame Count 16 (16 individual frames of the texture, dividing the 256x256 texture into 16 individual, guessing on this, 32x32 squares)

FPS 15 (how many frames of the texture per second)

Frame rects (how it reads the texture, ie left to right then down to next row and repeat. This data is the one I'm trying to edit.)

I believe it controls size and where to move from and to. But I don't have a way to edit it.






Posted on: 1/8 15:09
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