Releases: RetroNick2020/raster-master
Raster Master v5.8 R125
In this release we add a qbasic interpreter for script handling. From the script menu you can select a script to Load & Run. You can still use pascal script just like before but now we can do some of the things in qbasic dialect. The reason I added the qbasic interpreter was to allow anyone to write scripts. qbasic is more user friendly. I will release a few scripts to show usage. getpixel and putpixel basically allow you to perform editing on the current sprite/image. you can use standard if/for/functions/sub programs.
eg. draws a yellow border around the current sprite/image
for i=0 to 31
putpixel(i,0,14)
putpixel(i,31,14)
putpixel(0,i,14)
putpixel(31,i,14)
next i
Raster Master v5.7 R124
In this release we no longer need BASS sound system for Windows EXE's. We are back to a single EXE distribution. Bug fix in GIF encoding and decoding. RM was not able to read some gif images created by other apps.
Some planned features upcoming releases
- QBasic like scripting language to manipulate the active sprite. you can do this already with pascal script.
- Enhancements to Map Editor. Trying to figure out how to add collision boxes/rectangles
- Scripting support to Map Editor and other parts of the program
- Working on efficient packing algorithm for exporting sprites/font sheets. this might take a while
Raster Master v5.6 R123
Happy Halloween!
This is just a quick update. In the Sprite Sheet and Font Sheet export I have added "Save Background Color (Black) Transparent"
This option is on by default. if you do not want black as the transparent color just uncheck the option.
if you would like to make other colors transparent you can enable custom color option in the File->Properties
Raster Master v5.5 R122
In this version Pixel Perfect Font / Text support in Main Sprite Editor portion of program. One of my biggest complaints of many programs is the implementation of font/text support. I have spent a great deal of time trying to figure out the best and easiest way to add this feature. I believe my implementation method is the easiest and at the same time very powerful.
Pick a color and select "T" icon. Move mouse pointer into grid/zoom area. You will see "Hi!" move around with your pointer in the default font. You can change the font color, font, font size, and see how your text will look before you even draw to the work area. Once you are ready just press the right mouse button and it will stamp the exact pixel image you have been working with.
Some programs like MS Paint will give you different results from the selecting/editing font/text to the final result.
Raster Master v5.4 R121
The BMFont format has been added as a sprite sheet export now. This allows existing BM Font loaders to use sprite sheets as a display option instead of just text. I will be provide a freepascal code to show usage in a few days.
Raster Master v5.3 R120
In this release I have made the font sheet export useable by supporting the Angel Code BM Font format. This is a popular format for font sprite sheets. Used in raylib and other game toolkits/libraries.
Under Export Description File select Export to File. This will a *.png and *.fnt file set. You just need to provide the name for the and it will create both files.
I have done limited testing on this but it looks like it works.
I have released some freepascal code under the channel code repository. Look for BMFonts in ptcGraph
I have not tested anything in Linux. if you have managed to compile and test please let me know.
Raster Master v5.2 R119
It's been almost a year but we have a new version of Raster Master
In this release Font Sheet Export is now an option under the Utilities Menu. This is a very early release which includes just the basics. Definition files for any fonts exported are currently not supported. This means you need to do some work if you want to use any of the exported Font Sheets.
Additional improvements will be made with Font sheets Export and other aspects of RM coming more on a regular schedule.
Raster Master v5.1 R118 (Halloween Edition)
Added View Menu
changed ReSize to Sprite Size and Moved under View menu
added Grid Cell Size under view - this allows you to select wide tall cells to change sprite appearance. for some retro systems to create tall or wide sprites
Map editor moved resize Maps/Tiles to View menu
Raster Master v5.0 R117
Set Custom Sprite Size in main program. Previous options were to clip area or specify export size
Set custom Map Tile size
Map Editor Zooming refactored
Import/Export Sprite now also have custom size sprite option.
Import Sprite now has defaults for best quality imports
Some bug fixes
Raster Master v4.9 R116
Sprite Animation sub program can export c/pascal/basic code of all the animation frames From File->Export menu. Export->RES Text Include File from the main program will export Sprite Image/Maps/Sprite Animations all in to the clipboard or single file.
I will be releasing more emscripten (web) and freepascal (windows/linux) demos that show all these features working together to make simple platform, RPG, and Shoot 'em ups
Bug Fix - When the Thumbnail preview feature was added it introduced a new performance bug for larger maps. The thumbnail preview is limited to the first 32x32 tiles now when using larger maps. thanks GUVA!