Recent Posts

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Support / Re: REQUEST: Assorted tileset stuff
« Last post by Alex on Today at 07:00:45 AM »
Thanks! those are excellent requests. I can see the usefulness of having those features. I'll add them to my todo list. btw, I will try to comb through my list sometime and see what I can implement sooner rather than later. I've been distracted lately with other priorities, but I want to get back to working on this stuff soon. :)
also, that is a cool screenshot!
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Support / REQUEST: Assorted tileset stuff
« Last post by rockythechao on Today at 05:09:01 AM »
Hey, it's been a while!

I ended up not using crocotile much since I last posted here (v1.2.6!) but I'm finally getting back to a project where it'd come in handy so I downloaded 1.2.9 and got to work re-learning the software.  I built a test room for my project using modified Golden Sun tiles as placeholder graphics, making frequent edits to the tileset image as I went along.  Here's what the room looks like at the moment:

               
When I finally tried exporting the scene and importing it into Unity, a large chunk of the mesh was missing.  I'm not 100% sure that this is the only reason for that, but it turned out that whenever I refreshed the tileset or imported prefabs (I'm making reusable objects like the bridge, stairs, railings, etc. as objects in another scene) I was unknowingly adding a new tileset, and going by the Combine Tilesets window I had just under 200 altogether.

Thankfully half of them were duplicates of the default swamp tileset so I just went through and deleted those one by one, now I'm going through and combining the dupes of my tileset one by one.  I'm almost done cleaning them up now and I'll definitely be more proactive about not letting them pile up from now on, though one or more of the following features would help with that tremendously:

  • The ability to combine/delete multiple of tilesets at once
  • Tileset numbers and/or names, visible in both the Tileset tab and the Select Tileset dropdown
  • The total number of tilesets in the scene added to the stats in the lower-right corner of the main window
  • A button in the Tileset tab that selects all faces using the current tileset
  • A button in the Tileset tab that deletes all unused tilesets
  • Edit mode > right click > Faces > Change to current tileset
  • Some means of displaying the tilesets used in each object (Scene tab) and/or a list of objects using the current tileset (Tileset tab)
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In Development / Re: Space Explorer
« Last post by Alex on May 30, 2017, 02:22:17 AM »
The trees and building look great :) I like the gritty feel of the textures- has a certain distinction about it.
Cool to see you're project is progressing! thanks for sharing this  :D
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In Development / Re: Space Explorer
« Last post by twitchcoe on May 29, 2017, 05:42:29 PM »
Took a little bit of a break to get back to working on the rest of the project, but I finally had a chance to play with Crocotile some more and figured out a few things I had missed which is sucking me right back in. Did a few buildings and trees to test out some sizing and testing out some new textures on my placeholder objects, but I cannot stress how much I love your program.
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General / Re: Feedback, Requests, & Suggestions
« Last post by Alex on May 13, 2017, 05:18:22 AM »
Thanks for letting me know about that in the howto- i went and fixed it.

Have you tried using the context menu while in Edit mode? When you right-click a menu pops up with various actions you can perform.

Your suggestion for selecting tiles in the scene by clicking the corresponding tile in the tileset is a good one. It could probably be implemented, however any tile that has been split or had its uv coordinates changed would probably not be selected. But I still think it would be useful to have! :)
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General / Re: Feedback, Requests, & Suggestions
« Last post by Lollie on May 13, 2017, 03:53:23 AM »
Aha, glad to know what happened with Active Selection, thank you! (the keyboard shortcut under the header for Active Selection Mode is still "Enter" though!)

I agree that more clickable buttons could help. However, I need to make sure that I don't keep adding more and more UI elements for everything because this is something that turns me off from other 3d programs- the amount of information that they throw at the user. I need to find a suitable way to increase usability without increasing complexity of the user interface.
With the current features, I feel the key bindings are enough, but as more features are added there will be additional UI elements to manage it appropriately.
This is an understandable concern, although I'd argue that you could always add an option to show/hide toolbars!
Personally, I find them to be really useful when learning a new program - moreso if the keyboard shortcut is included in the tooltips. The visual noise they add is negligible and easy to ignore if they're tucked away along the top or side edge of the application window.


Something else I've noticed, I actually realized while watching your video for 1.2.0 when you were selecting all the tiles for the metal platforms and railing. It could be really handy to be able to select a tile (or tiles) in the Tileset window, and then select all polygons based on your selected tiles. So for example, if you wanted to move all the pipe polygons into a new layer, you wouldn't have to go through the entire model and handpick every single polygon - you could simply select the pipe tiles in your tileset, and extend your selection from there.

I do wonder if this would be viable, I don't know if Crocotile has any sort of Tile ID system in place that could make this easy to pull off.
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General / Re: Feedback, Requests, & Suggestions
« Last post by Alex on May 13, 2017, 01:58:18 AM »
Hi, thanks for the suggestion! I agree that the UI needs more work- this is something I want to improve!

Sorry about the issue you're having. I just checked the online HowTo page, and realized that it hasn't been updated with the latest info. I went and updated it just now so you can refresh it if you're using it. The Howto that is included in the download of the program should be up to date though.

Some commands were changed in the last two versions of the program.
The Active selection key binding is now Shift+Enter. There is also a new key binding for the Object Edit mode (Enter). When you select an object instance, you can now simply press Enter to begin editing the object, or Enter to stop editing the object.
also, Middle mouse button for toggling Active Selection mode.

So you can use shift+enter or middle mouse button. Hope that helps.

I agree that more clickable buttons could help. However, I need to make sure that I don't keep adding more and more UI elements for everything because this is something that turns me off from other 3d programs- the amount of information that they throw at the user. I need to find a suitable way to increase usability without increasing complexity of the user interface.
With the current features, I feel the key bindings are enough, but as more features are added there will be additional UI elements to manage it appropriately.
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General / Re: Feedback, Requests, & Suggestions
« Last post by Lollie on May 13, 2017, 01:26:12 AM »
I have a request for the UI: Toolbars. Give every mode and feature its own button, right along the top (or side) of the program window.

Crocotile is a really interesting tool, it does low poly art in a way that looks intuitive and easy to make sense of. But the learning curve is much higher than it could be, because most of the tools/features are currently only accessible via keyboard shortcuts.

I've also had issues getting Active Selection Mode to function. The Enter key appears to do nothing for me, except when I'm editing an object instance - pressing Enter will exit the object editing mode. Being able to enable Active Selection Mode from a toggle button would help alleviate something like this.
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Support / Re: Itch Payment Register
« Last post by Alex on April 19, 2017, 04:46:23 AM »
Do you know the email you used with itch? If so, can you pm me it?
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Support / Itch Payment Register
« Last post by Vaiktorg on April 19, 2017, 12:43:35 AM »
Hello, I don't know if this is the correct place but. If I payed full $10 for the software, can it be registered or not? =/ I did this without knowledge, thinking it would be possible. Also, i was locked out of my Itch account because i lost my 2FA verification code lol.
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