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MLLE - Playing catch-up with DJazz

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Love & Thunder

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Feb 13, 2012, 06:23 PM
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New bug: Animations don't work. I right clicked on a blank Animation Tile in a Tileset, clicked "Edit Animation", and created one, I placed it out, but it didn't work. Not only that, but it didn't show up on the tileset or level view. So, I clicked Save&Run, but it said that there were unknown tiles in the level. I tried deleting the Animation, and it came up with an error, I clicked "Continue", and nothing on the Tileset View or the Level View worked. So, I tried to save, but it came up with another error. In the end, I had to quit MLLE.
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Feb 18, 2012, 11:47 PM
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2 New bugs! Okay, first go into Animaniacs mode, then scroll to the bottom of Layer 4, then look at the coordinates of the currently highlighted tile, you'll see that the last tile or so is being cut off. That's the first bug. Next, try to place a tile in a place that you can't see (I placed a tile at 1,64), then resize the layer to be 256 x 66(Assuming the old Layer Size was 256 x 64), and MLLE will crash.

Here's a video of me doing this glitch:

(Here's a link in case you can't see embedded videos)
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Last edited by Love & Thunder; Feb 18, 2012 at 11:58 PM. Reason: Annotations are now loaded. Enjoy! :)
Love & Thunder

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Mar 22, 2012, 03:59 AM
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... So, is MLLE still being developed?
(Sorry about the Triple-Post, but it's kinda unnavoidable)
EDIT: This post kinda sucks and is unclear. What I meant was: How is MLLE Development going?
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Last edited by Love & Thunder; Mar 22, 2012 at 07:32 AM.
Sean

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Mar 22, 2012, 05:49 AM
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...do we have any facepalm emotes? Too bad.
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Old Mar 22, 2012, 07:30 AM
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Violet CLM

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Mar 22, 2012, 10:27 AM
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Just keep an eye on this post and its last modified dates. That'll tell you everything you need to know.
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Jun 9, 2012, 06:18 AM
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Download link is broken D:
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Jul 30, 2012, 09:44 AM
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Minor bug report:

Shift+E pasting an event on a tile and then immediately after pressing E to edit the event causes the event window to display as if there's no event, and if you then press OK there will be an empty event on the tile.

Moving the mouse after using Shift+E or doing anything that causes MLLE to "update" (or whatever) and then using E to edit the event works fine. It seems like the event isn't updated the second you paste an event.

This is quite annoying if you're used to Shift+E and then E to edit the newly placed event (like if you're pasting several enemy events and want to change the difficulty on each one of them).
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Jul 30, 2012, 02:34 PM
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Say, Violet, has there been any progress in converting MLLE to Mono?
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Dec 21, 2012, 04:14 PM
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The sendspace link on the first post is dead. Any chance you'll reupload this?
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Oct 23, 2013, 11:20 AM
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Actually, JCS was always a pain to work with. Could you consider following suggestions?

- Level editing should work more like RPG Maker/Stencyl/Tiled than like JCS (though you should leave JCS mode for those insane enough to keep using it). The reason being that this would make placing tiles and object easier. Go check Stencyl's level editor, with some free assets from it's library (program is free as well, though it has very... specific licensing model), that demonstrate pretty much what I have in mind.

-Easy tileset/enemy/object/animation importer. User should be able to select png file and program would break it up into tiles automatically (or animation frames).

-"Level Settings" window, with centralized settings, like tileset used, background (with ability to load and auto convert ordinary image file into background), foreground/background scrolling speed (parallax), etc.
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Oct 23, 2013, 11:42 AM
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I'm fine with the JCS interface. It could just really do with more shortcuts. And previews for certain angelscript features.

Also, fix the download pls.
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Violet CLM

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Oct 23, 2013, 12:32 PM
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Quote:
Originally Posted by Darkhog View Post
Actually, JCS was always a pain to work with.
I'm afraid you're kind of alone in this view.

Trey: I'm not sure if I have the .zip at this point, and I'm no longer able to recompile the program successfully, but someone else mentioned being willing/able to put it in their public dropbox.
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Oct 23, 2013, 07:36 PM
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Quote:
Originally Posted by Violet CLM View Post
[...]someone else mentioned being willing/able to put it in their public dropbox.
Now, I'd just like to point out before posting a link that I have no idea how well this version will work, since the Laptop I'm currently using to post this doesn't really run anything very well(And the only other computer I have MLLE installed on is broken), so -- with that in mind -- here you go.
If I manage to get my other laptop working(Or if I get access to its HDD) and it has a later version, I'll update this post.
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Oct 24, 2013, 01:16 PM
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No, that's only the first build. Here, I put it on J2O for permanency.
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Oct 24, 2013, 02:25 PM
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what the heck i went 15 years without knowing about backspace?
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Oct 25, 2013, 12:11 AM
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I guess so. Maybe you didn't read the help file back then?
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Oct 25, 2013, 12:23 AM
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Quote:
backspace
I can't even begin to calculate how much time I could have saved by knowing this.
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You didn't know either? Michiel should have included a "Tip of the Day" prompt in JCS to show these things to people who don't read the help file
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Oct 25, 2013, 01:08 AM
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I might've heard of it but ignored and forgot it because I never encountered the need to use it. Backspace is far from either of my hands when I'm making a level, therefore using "B" for this purpose is faster in all cases. No matter where in the level you are, you usually have an empty tile nearby. If you don't, you usually don't need to place one. If you do, you usually want to erase a large space, so "B" is still faster as it lets you grab a whole group of empty tiles. No matter what, backspace sounds useless to me - maybe if it were closer to the remaining hotkeys.
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Quote:
Originally Posted by Sir Ementaler View Post
using "B" for this purpose is faster in all cases. No matter where in the level you are, you usually have an empty tile nearby.
Sounds like you're using B in place of Comma.
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Oct 25, 2013, 01:16 AM
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Quote:
Originally Posted by Violet CLM View Post
Comma.
.............
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Which is also just about as far and less flexible.
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I wonder, Cooba, did you ever try pressing stuff like E, Ctrl+E and Shit+E?

Also, I think using B to select a single transparent tile is not quite helpful, because you need to hold down Shift in order to place it. The only reason I would use B on transparent tiles is because using B on a group of transparent tiles with (preferably different types of) events allows you to put those events elsewhere with Shift + click (or Shift + Enter).
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Oct 25, 2013, 02:03 AM
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or I
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Quote:
Originally Posted by Jerrythabest View Post
I wonder, Cooba, did you ever try pressing stuff like E, Ctrl+E and Shit+E?
Come on, now, I'm not /that/ special.
Quote:
Originally Posted by Violet CLM View Post
or I
Ha! This one I knew.
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Quote:
Originally Posted by Jerrythabest View Post
Also, I think using B to select a single transparent tile is not quite helpful, because you need to hold down Shift in order to place it.
I don't understand how you can consider holding shift more effort than reaching out to backspace. When you work with JCS - or nearly any other program that doesn't require you to write too often - one of your hands should be on the mouse and the other one in the shift area for the most important hotkeys: - in JCS they're B, F, E, ctrl+E, shift+E, shift+T, ctrl+S, ctrl+Z, ctrl+R, occasionally number keys. Backspace and comma are then between your hands and unreachable by either. Meanwhile, B and shift are right under your fingers.
Quote:
Originally Posted by Jerrythabest
I wonder, Cooba, did you ever try pressing stuff like E, Ctrl+E and Shit+E?
That reminds me, obviously it would be difficult to work without these in the level window, but I always wondered - is there anybody who uses them in the tileset window? I don't, because setting it up feels like a waste of time and I don't use event tiles that often, and when I do I often want to give them parameters.
Quote:
Originally Posted by Jerrythabest
Shit+E
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Well, if I'm setting a group of tiles to all use the same event--usually Hurt or Vine or One Way--then sure, all but the first are going to be done by keyboard.
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Quote:
Originally Posted by Violet CLM View Post
Sounds like you're using B in place of Comma.
ASDFJLKASDFJLASKDJALSKFJALSDKFJALSDJSLFKJSDF NO STOP IT
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This thread is becoming more hilariouser with every post.
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Oct 14, 2014, 01:16 AM
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I was bored and reuploaded MLLE.
  • Comes with .ini support for JJ2+ event/texture/tile type stuff
  • Repurposes "I" key to work exactly like the "F" key, except it flips tiles vertically instead. The results will only work in JJ2+. In retrospect I should have used a different key, but Illuminate Surroundings is pretty rare and I'm used to Ctrl+I from PSP.
So yeah. No other changes. If it didn't work for you before it probably won't work for you now, and the plusification is pretty clumsy (in particular, "I" really shouldn't work when editing e.g. Battery Check levels), and parallax view doesn't understand the new tile types. But this is just embarrassing, so we needed some level editor to support the damn feature. There's a field in one of the .ini files somewhere for JJ2 executable name, which can be changed to Jazz2+.exe or whatever if you want Save+Run stuff to work.

ETA: Here's the source. Do anything you like.
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Oct 14, 2014, 11:31 PM
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Excellent. Nice to know that we can all now use that feature without weird hex editing or something.
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Jun 18, 2017, 03:22 PM
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I've been upgrading MLLE a lot recently to take better advantage of, and to make it easier for people to use, certain JJ2+ features. Here's a preview:



That level uses the standard Castle1.j2t, but I used new tools in MLLE to edit its palette, add tiles from two other tilesets (Damn and Mez01), and recolor various graphics (including the snow particles) to use the level-specific palette. I didn't have to once touch a text editor for any of the angelscript stuff in that screenshot. Additionally, the JJ2+ support MLLE already had--editing special triggers and making the level a pit level--now works better and is easier to use than it was in the last release.

Still a few bugs left to quash before release, but it's something to look forward to. Using multiple tilesets in a single level feels a lot simpler than combining multiple .j2l files/doing all the work entirely in script.
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Jun 18, 2017, 05:02 PM
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Looks great!

Can't wait for this.
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Jun 20, 2017, 09:41 AM
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I need more of that level ;-;
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Jun 22, 2017, 06:44 AM
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...!!!

I'm stoked!
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Jun 22, 2017, 02:35 PM
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Oh-my-gosh. I can't wait for this. I've been using MLLE for months now.

When are you going to release the next version?! THIS MASTERPIECE!
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MLLE version 2.3 has been uploaded. Some bug fixes, some quality of life improvements, and a lot of new JJ2+ support.

The next major landmark, in theory, is the creation of levels with more than eight layers, but I suspect that'll be difficult to implement so I decided to leave it out of this release.
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Jun 24, 2017, 03:34 PM
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...

Okay, I should probably say more than just

But at this point, that's the only thing of value I'm capable of contributing.

So,
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Hi, Violet CLM

i have a problem your MLLE v2.3 not working? How to fix this?

Pic:

Error code
Quote:
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.ArgumentException: The path is not of a legal form.
at System.IO.Path.LegacyNormalizePath(String path, Boolean fullCheck, Int32 maxPathLength, Boolean expandShortPaths)
at System.IO.Path.NormalizePath(String path, Boolean fullCheck, Int32 maxPathLength, Boolean expandShortPaths)
at System.IO.Path.GetFullPathInternal(String path)
at System.IO.FileSystemEnumerableIterator`1..ctor(Str ing path, String originalUserPath, String searchPattern, SearchOption searchOption, SearchResultHandler`1 resultHandler, Boolean checkHost)
at System.IO.Directory.GetFiles(String path, String searchPattern)
at MLLE.Mainframe.PopulateTilesetDropdown(Version version, IniFile ini) in C:\Users\Sam\Documents\Visual Studio 2015\Projects\MLLE\Mainframe.cs:line 266
at MLLE.Mainframe.ProcessIni(Version version) in C:\Users\Sam\Documents\Visual Studio 2015\Projects\MLLE\Mainframe.cs:line 260
at MLLE.Mainframe.NewJ2L(Nullable`1 version) in C:\Users\Sam\Documents\Visual Studio 2015\Projects\MLLE\Mainframe.cs:line 1289
at MLLE.Mainframe.Mainframe_Load(Object sender, EventArgs e) in C:\Users\Sam\Documents\Visual Studio 2015\Projects\MLLE\Mainframe.cs:line 358
at System.Windows.Forms.Form.(-)(-)(-)(-)(-)(-)(EventArgs e)
at System.Windows.Forms.Form.OnCreateControl()
at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
at System.Windows.Forms.Control.CreateControl()
at System.Windows.Forms.Control.WmShowWindow(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Mes sage& m)
at System.Windows.Forms.Form.WmShowWindow(Message& m)
at System.Windows.Forms.Form.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.O nMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.W ndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.7.2053.0 built by: NET47REL1
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
MLLE
Assembly Version: 2.0.0.3
Win32 Version: 2.0.0.3
CodeBase: file:///D:/Giochi/Jazz2/MLLE.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.7.2053.0 built by: NET47REL1
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.7.2053.0 built by: NET47REL1
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.7.2053.0 built by: NET47REL1
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Configuration
Assembly Version: 4.0.0.0
Win32 Version: 4.7.2053.0 built by: NET47REL1
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Core
Assembly Version: 4.0.0.0
Win32 Version: 4.7.2053.0 built by: NET47REL1
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Xml
Assembly Version: 4.0.0.0
Win32 Version: 4.7.2053.0 built by: NET47REL1
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
OpenTK.GLControl
Assembly Version: 1.0.0.0
Win32 Version: 1.0.278.44921
CodeBase: file:///D:/Giochi/Jazz2/OpenTK.GLControl.DLL
----------------------------------------
OpenTK
Assembly Version: 1.0.0.0
Win32 Version: 1.0.278.44921
CodeBase: file:///D:/Giochi/Jazz2/OpenTK.DLL
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:





When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
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It looks like something is probably wrong with one of the directories you specified that you keep games and tilesets in. Check the File>Paths and Filenames menu option, or if MLLE crashes before you get that far, edit MLLE.ini manually.
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