Beehive - a Mega Drive tile and map editor

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Hik
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Re: Beehive - a Mega Drive tile and map editor

Post by Hik » Thu Dec 08, 2016 11:28 pm

I downloaded Beehive 0.0.40 and have been working on figuring it out.

So far I have 2 main things which made it a bit difficult for me to work with;
-It uses the middle mouse button to scroll around the map (My button sticks in - yes its just an issue with my mouse)
-It only works with bmp images while I've only been using png images. I had some issues converting to bmp but it wouldn't load properly.

I could probably fix the second issue by saving images as bmp, but it would be great if Beehive could work with png images.

It takes a bit to get into since there are no instructions but it seems like it could really come in handy.
I like the layout ,it looks pretty good.

I know you're busy with the kickstarter thing and other stuff but just thought I'd give you this feedback for when you get back to working on this.

Edit: Seems like the bmp tiles I import give a palette error (the colors aren't loaded in properly)
I'm also curious about how the collision works ,does it get embedded into the tiles or export information to use with the tiles?

BigEvilCorporation
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Re: Beehive - a Mega Drive tile and map editor

Post by BigEvilCorporation » Thu Dec 15, 2016 2:09 pm

Hi!

Yes, I encountered the middle mouse button issue myself when I tried using a touchpad! I'll make it so CTRL+LEFT CLICK pans, like Maya.

BMPs need to be 16 colour, I'll be integrating a proper image loading library into it at some point.

Collision gets exported as its own tileset and map, similar to GFX tiles but with some flags, export one as text and take a look. If you're drawing collision using splines you'll need to hit Generate From Beziers before exporting.

The whole tool will get a revamp and some documentation soon, it's first on the TODO list when the Kickstarter ends, since my artists need to get to grips with it quickly.
A blog of my Megadrive programming adventures: http://www.bigevilcorporation.co.uk

Matej
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Re: Beehive - a Mega Drive tile and map editor

Post by Matej » Sat Jun 17, 2017 11:37 am

Any new versions?

carpediem
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Re: Beehive - a Mega Drive tile and map editor

Post by carpediem » Sun Apr 15, 2018 10:19 pm

Is it possible to run it with sgdk or bex?
If i'ts greater than 0, is breathing or can do bankswitching, everything is possible :D

Boyfinn
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Re: Beehive - a Mega Drive tile and map editor

Post by Boyfinn » Sat Jun 16, 2018 5:50 pm

I can't import any tilesets.
Giving my BMP 16-indexed colors gives me an error.

BigEvilCorporation
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Re: Beehive - a Mega Drive tile and map editor

Post by BigEvilCorporation » Fri Jun 22, 2018 10:07 am

Boyfinn wrote:
Sat Jun 16, 2018 5:50 pm
I can't import any tilesets.
Giving my BMP 16-indexed colors gives me an error.
Hey sorry for the delay. It only accepts 4bpp indexed BMP files - some tools pad the colours out to >16 which doesn't help (MS Paint, etc).
A blog of my Megadrive programming adventures: http://www.bigevilcorporation.co.uk

Boyfinn
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Re: Beehive - a Mega Drive tile and map editor

Post by Boyfinn » Sun Jun 24, 2018 12:15 pm

What tools do you use to convert a 16-color indexed image into a 4bpp bitmap?
GIMP can only go down to 8bpp

Chilly Willy
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Re: Beehive - a Mega Drive tile and map editor

Post by Chilly Willy » Sun Jun 24, 2018 7:14 pm

Boyfinn wrote:
Sun Jun 24, 2018 12:15 pm
What tools do you use to convert a 16-color indexed image into a 4bpp bitmap?
GIMP can only go down to 8bpp
:?:
I'm have the latest GIMP installed. I imported a PNG, reduced it to 16 colors, exported it as a BMP, and it's 16 colors, not 256. The header says 4 bits per pixel, and when I load it, it has a 16 color palette, not 256.

BigEvilCorporation
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Re: Beehive - a Mega Drive tile and map editor

Post by BigEvilCorporation » Mon Jun 25, 2018 2:47 pm

I use GIMP for most of my work.

Do:

Image -> Mode -> Indexed...

set it to 16 colours, and export as BMP.
A blog of my Megadrive programming adventures: http://www.bigevilcorporation.co.uk

Boyfinn
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Re: Beehive - a Mega Drive tile and map editor

Post by Boyfinn » Mon Jun 25, 2018 3:32 pm

BigEvilCorporation wrote:
Mon Jun 25, 2018 2:47 pm
I use GIMP for most of my work.

Do:

Image -> Mode -> Indexed...

set it to 16 colours, and export as BMP.
[s]Yeah, this is exactly what i'm doing and with no success,
I might update GIMP and see if the bewer version works.[/s]
Nevermind!
Turns out GIMP doesn't like giving indexed palettes to RGB images with already less than 16-colors.
GIMP just rounds down the palette to the actual total amount of colors in the image, which in my case is less than 16 and thus cinfuses beehive.

Boyfinn
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Re: Beehive - a Mega Drive tile and map editor

Post by Boyfinn » Fri Jul 13, 2018 12:54 am

Are there any SGDK examples yet?

Stef
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Re: Beehive - a Mega Drive tile and map editor

Post by Stef » Fri Jul 13, 2018 9:49 am

As you you have 8bpp or 4bpp indexed images (BMP or PNG) then rescomp (and so SGDK) should accept them.
Again, you can look at the "sprite" sample include in SGDK to see how to use these image resource easily :
https://github.com/Stephane-D/SGDK/tree ... ple/sprite

ehaliewicz
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Re: Beehive - a Mega Drive tile and map editor

Post by ehaliewicz » Mon Sep 10, 2018 6:06 pm

Boyfinn wrote:
Mon Jun 25, 2018 3:32 pm
BigEvilCorporation wrote:
Mon Jun 25, 2018 2:47 pm
I use GIMP for most of my work.

Do:

Image -> Mode -> Indexed...

set it to 16 colours, and export as BMP.
[s]Yeah, this is exactly what i'm doing and with no success,
I might update GIMP and see if the bewer version works.[/s]
Nevermind!
Turns out GIMP doesn't like giving indexed palettes to RGB images with already less than 16-colors.
GIMP just rounds down the palette to the actual total amount of colors in the image, which in my case is less than 16 and thus cinfuses beehive.
I'm a little late on this, but when you select indexed mode and the palette, uncheck the "Remove unused colors from tilemap" option. I ran into the same issue recently and figured that out.

Boyfinn
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Re: Beehive - a Mega Drive tile and map editor

Post by Boyfinn » Thu Feb 28, 2019 2:53 pm

I figured this out too. You have to index it to 15 colors to accomodate for transparency if you have any.

SeregaZ
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Re: Beehive - a Mega Drive tile and map editor

Post by SeregaZ » Wed Mar 20, 2019 9:02 am

for our Dune Editor i am make some kind of this: https://youtu.be/_aXBJSHahNI
it is russian voice video, but main concept, i think, will be clear - import images to temporaly buffer, cut items what you need or use full screen, import this images into exist palette, or make his own 15 colors palette. only then this image comes to constructor. and then optimisation happen - remove duplicidated tiles and tiles with mirrors.

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