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- WordUp Graphics Toolkit Sprite Creator
- Version 3.5
- Copyright 1993 WordUp Software Productions
- *************Shareware Version************
- Written by Chris Egerter
-
-
-
- Requirements: IBM Compatible computer
- VGA display
- Microsoft Compatible Mouse (at least two buttons)
-
- The Shareware Concept
- ~~~~~~~~~~~~~~~~~~~~~
-
- WGT Sprite Creator has been released for distribution as
- shareware. You have as long as you want to examine
- and use the WGT Sprite Creator. If you like the program and
- want to be able to use your sprites in a program, (commercial, shareware,
- or public domain) WGT Sprite Creator costs $20 for registration.
- Please see the file called order.frm for more information.
-
-
- WordUp Software Productions
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- If you have any questions, comments, or suggestions,
- WordUp Software Productions can be contacted through
-
- BBS: Barry Egerter (EMAIL)
- Softnet BBS (NANET)
- (519)-457-0065
-
- OR WRITE
-
- Barry Egerter
- 94 Andover Drive
- London, Ontario
- Canada, N6J 3X2
-
-
-
- Table of Contents:
-
- To go to the topic desired, use the search command of your favourite
- word processor and search for the Page codes.
-
-
- Topic Page Code
- ~~~~~ ~~~~~~~~~
- Introduction.......................................P1
- Installing the WGT Sprite Creator..................P2
- Running the WGT Sprite Creator.....................P3
- THE EDIT WINDOW....................................P4
- THE COLOUR SELECTOR................................P5
- SIZE WINDOW........................................P6
- SCROLL BUTTONS.....................................P7
- WIDTH AND HEIGHT INDICATORS........................P8
- CONTROL PANEL......................................P9
- SPRITE NUMBER INDICATOR............................P10
- STORAGE SECTION....................................P11
- TOOLS IN THE CONTROL PANEL.........................P12
- CHANGING THE COLOURS...............................P13
- ANIMATING YOUR SPRITES.............................P14
- THE FILE SELECTOR..................................P15
- ADDITIONAL COMMAND KEYS............................P16
- Using PCX, CELs, and GIFs..........................P17
- The Future.........................................P18
-
-
-
-
- P1 WordUp Graphics Toolkit Sprite Creator
- A sprite editor built for gaming and graphic programmers.
-
- This sprite creator is part of the WordUp Graphics Toolkit 3.5 for Turbo
- C++. It is meant specifically for this package and therefore
- saves and loads files which are currently only supported by WGT. If
- you wish to purchase the WordUp Graphics Toolkit, please see the file
- called order.frm included. To demonstrate what WGT can do, the graphic
- procedures used in this sprite creator were completely from the
- Turbo C++ version of WGT. No BGI procedures were used!
-
- The WGT Sprite Creator is designed to give the programmer many
- tools for designing small pieces of graphics. These pieces can
- be saved in a common file to be loaded and displayed in your
- own programs.
-
- Version 2.0 of the WordUp Graphics Toolkit has special procedures
- for displaying the sprites. You can have up to 40 sprites on the
- screen at once, each moving and animating independantly. One line
- commands control all the movement and animation for the sprites,
- so once you set up the movement and animation, you don't need to
- worry about where they are. They move around on their own!
- WGT controls everything for you, so you can concentrate on other
- matters.
-
- Version 3.0+ has even better uses for sprites, such as objects on
- a world which can scroll in ANY direction, create custom fonts,
- as well as all of the old uses.
-
-
- P2 Installing the WGT Sprite Creator
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- If you received this in a zipped file:
- To execute the WGT Sprite Creator V. 3.5, first make a directory,
- unzip everything into that directory.
-
- If you received this on registered disk:
- Copy all of the files from the appropriate directory to your hard disk.
-
-
- P3
- Now go to the correct directory and type SPRITE35. The main screen
- should appear and wait for your actions.
-
- If something goes wrong, you must make sure you have
- a VGA monitor and card, enough memory (remove some TSR's if
- necessary) and a Microsoft compatible mouse with at least two buttons.
-
- Command line parameters:
-
- On fast computers, the mouse may freeze or lock the computer, because
- it is polled too fast. To slow down the mouse, enter a parameter of
- about 10 to 20 when you run sprite. Larger numbers slow it down more.
-
- The second parameter is a switch, and can be either 0 or 1. If you
- set it to 1, the last 3 colors in the palette will not be modified
- when you load in PCX or CEL files. This will cause the normally grey
- menus to be shown in different colors, but your picture will look right.
-
- The third parameter is a switch for the second screen buffer which is used
- to load in other pics, resize blocks, etc. A 1 will turn off the buffer, in
- case you are running low on memory.
-
- Example:
- sprite 14 1 1
- will have a delay of 14 for the mouse, and will turn off fixed menu colors.
- The second screen buffer will be turned off, which saves 64k of memory.
-
- The Sprite Creator demands a LOT of memory because it can hold
- up to 1000 sprites at once, plus a full screen buffer.
- Please make sure you have enough memory before you try using the
- program. WordUp Software Productions is not responsible for any
- loss of data, or damage caused by this product. If you do however
- find a problem with this program, please contact us so we can find
- and correct the bug.
-
- After running the program, a registration notice will appear.
- It shows which version of the sprite creator it is, and who it
- is registered to. Click the mouse button to continue.
-
- The screen is divided into several sections, which will be covered
- in detail below. The main areas are the edit window, colour selector,
- control panel, storage, and size window.
-
- P4
- THE EDIT WINDOW
- ~~~~~~~~~~~~~~~
-
- The edit window is in the top left corner. It shows an area
- of the current sprite, in which all editting is performed. It has
- variable magnification depending on what you set the size to be in
- the size window. When you load the WGT Sprite Creator, the pencil
- tool will be selected as a default. Try clicking in the edit window.
- It will set the pixel you click on to the colour selected. Notice
- if you press the right hand button, a different colour is used.
- This is good for quick editting, in case you make a mistake. See
- the 'colour selector' below for more details.
-
-
- P5
- THE COLOUR SELECTOR
- ~~~~~~~~~~~~~~~~~~~
-
- User definable colours range from 0 to 252. Colour 253-255
- are used for the sprite creator's grey buttons. If you click on one
- of the colours, a box next to the mouse is filled with that colour and
- the number of that colour is displayed in the box as well. This
- is your drawing colour. You can have different drawing colours for
- left and right mouse buttons. Simply click on the right button to
- change the right mouse colour. If you click on the picture of the
- mouse between the drawing colour boxes, the colours will exchange
- with each other. This is useful for mistakes using the change tool.
- Below the mouse is a box called 'Edit'. Clicking on the box
- will bring up a submenu for changing the RGB values of the colours.
-
- Beside the colour selector is a place where you can keep commonly used
- colours handy. Click on the right button and then select a new colour,
- for each color box. Clicking on the left button will then use that colour
- for drawing. This allows you to store certain colours for quick use.
-
- P6
- SIZE WINDOW
- ~~~~~~~~~~~
-
- The maximum size for a sprite is 64x64 pixels. The minimum
- size is 2x2. A 64x64 buffer is used even if the sprite is smaller.
- This way you can keep a whole sprite in memory, while zooming in
- closely for fine editting, and then zoom back out to the full size.
- The zoomed area shown in the edit window is defined by a box in the
- size window (top right corner). Clicking (and dragging) the mouse in
- the window will change the size of the box. Notice it only changes the
- bottom right corner. Below the size window is two buttons controlling the
- corner movement. By clicking on the left button, you can move the
- other corner of the box. Also note how the edit window is zoomed in
- and out when you change the size.
-
-
- P7
- SCROLL BUTTONS
- ~~~~~~~~~~~~~~
-
- Beside the size window are four buttons for scrolling the
- sprite in a direction. Simply click on the button and the sprite will
- move in that direction.
-
-
- P8
- WIDTH AND HEIGHT INDICATORS
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- Below the size window are two lines showing the width and
- height of the current sprite. These are updated when you change
- the size of the sprite.
-
-
- P9
- CONTROL PANEL
- ~~~~~~~~~~~~~
-
- This is located in the top middle part of the screen. It
- contains most of the tools you will need to control the WGT sprite
- creator. Each tool in the control panel will be described in detail
- later.
-
-
-
- P10
- SPRITE NUMBER INDICATOR
- ~~~~~~~~~~~~~~~~~~~~~~~
-
- Shows the sprite number the storage is pointing to.
- This is updated when you move through the storage.
-
-
-
- P11
- STORAGE SECTION
- ~~~~~~~~~~~~~~~
-
- The storage section is basically a group of sprites, which
- can be moved around in the storage, copied from one to another and
- of course saved and loaded back in. Instead of having many files
- containing separate sprites and loading them in one at a time, you
- can put all the graphics in one file, and load them into your
- programs with one command. The palette is saved as well. This is
- much more conveinent than having lots of small graphic files.
- You will see three boxes in the lower right corner of the screen.
- The middle box shows the sprite you are working with. The boxes on
- either side show what is next in the storage area. The sprite
- number indicator shows the number of this sprite. The storage
- can hold up to a maximum of 1000 sprites.
- Above the boxes are four buttons. Each has an arrow pointing
- in a direction. The buttons pointing left and right move the current
- sprite back and forth through the storage area. As you do this,
- the graphic in the edit and size window does not change. To get a
- sprite from the storage into the edit window, push the button with
- the up arrow. To put the sprite shown in the EDIT WINDOW (only
- what is shown in the edit window will be saved. Move the box in the
- size window to change what is saved) push the button with the down
- arrow. You can copy one sprite to another by getting it from the
- storage, moving to another sprite number in the storage, and finally
- putting the sprite into that number.
- Sprites do not have to be in any order, and you may leave spaces
- between sprites. For example you may have a sprite in number one, and
- then have one in number 5. This is perfectly acceptable.
-
- The left and right arrows can be clicked on with the right mouse button.
- This will quickly move through the storage area, 1 sprite at a time.
- The slider between the arrows can be changed as well. Click and hold when
- you are on the slider, and move it to a new location. The slider moves
- through the storage in multiple of 10.
-
- P12
- TOOLS IN THE CONTROL PANEL
- ~~~~~~~~~~~~~~~~~~~~~~~~~~
-
-
- PENCIL: Puts a pixel where you click in the edit window.
-
- LINE: Draws a line from where you click to where the mouse is after
- you drag it.
-
- RECTANGLE: Draws a rectangle from where you click to where the mouse is
- after you drag it.
-
- BAR: Draws a filled rectangle from where you click to where the
- mouse is after you drag it.
-
- CIRCLE: Draws a circle from where you click to where the mouse is
- after you drag it, using the first point as the center.
-
- FCIRCLE: Draws a filled circle from where you click to where the mouse
- is after you drag it, using the first point as the center.
-
- SPRAY: Simulates a spray can where you click in the edit window.
-
- FILL: Fills an enclosed area with a colour.
- (Does not work perfectly yet!)
-
- * All of the above use the left and right mouse buttons to draw with
- different colours *
-
- GET: Works like rectangle. Gets a portion of the sprite so
- you can paste it back on in a different location. Has
- no effect on the buffer.
-
- PUT: Puts the last portion back on using an XRAY (or see-through)
- technique. Hold down the mouse button and move the image
- to where you want it, then release the button to drop it on.
- *IMPORTANT* You cannot get a portion of a sprite and then
- zoom in closer. You must either be at the same zoom level
- or less than when you grabbed the portion. If you try to
- put at a higher zoom, you will hear a beep.
-
- CHANGE: Changes any pixels in the edit window, from the right mouse
- button colour to the left mouse button colour. Works the
- same as rectangle.
-
- GET COLOUR:By clicking somewhere in the edit window, you can get the
- colour of the pixel you clicked on. This works for either
- mouse button.
-
- ROTATE: Rotates entire 64x64 buffer at once, counterclockwise.
-
- HORZ FLIP: Flips the entire 64x64 buffer horizontally.
-
- VERT FLIP: Flips the entire 64x64 buffer vertically.
-
- TRIM: Shrinks the sprite by changing the bottom right corner.
- If there is extra space (black) in the sprite, it will
- shrink it down to the edges of the drawing. By pressing
- the right button, you can trim all of the sprites in the
- file. This is useful before saving to save some disk space.
- *Only changes the bottom right corner, so it will not interfere
- any ofsets for animation.*
-
- ANIMATE: Brings up a submenu to see how your sprites look in animation.
- See below...
-
- TRASH: Deletes all the sprites in the storage. Double checks beforehand
-
- CLS: Clears the sprite buffer completely.
-
- DEL: Deletes a sprite from the storage buffer. All sprites
- after the one deleted will be moved to fill the empty space.
-
- INS: Inserts an empty space into the storage buffer. Sprites
- after the one inserted are moved. If there is a sprite
- in space number 1000 when you insert, no space will be
- inserted.
-
- LOAD: Brings up a file selector and loads in a sprite file.
-
- SAVE: Brings up a file selector and saves the sprite file.
- To load sprites into your own Turbo Pascal or Turbo
- C programs, get the WGT Library, from either your
- local BBS, or write to us.
-
- QUIT: Ends the program.
-
- UNDO: Recalls what was last placed in the undo buffer. Use this
- to correct any mistakes you made. NOTE: The sprite buffer
- is copied into the undo buffer when you click on a tool.
- Remembering this will help you control what is stored in the
- undo buffer.
-
- FILES: The sprite creator has a full screen buffer which can be
- used for loading in pictures, saving pictures, grabbing
- sprites from it, putting sprites onto it, and resizing
- sprites on top of it. This tool will show a submenu of
- choices. Choose one of them to load or save the screen
- buffer.
- BLK and PAK are picture types specific to the WGT library.
- PCX is a widely supported format, which has many versions.
- The PCX and GIF pictures can be any size. Interlaced GIF
- pics are NOT supported.
- After load a PCX or GIf, you can remap the picture onto the
- current palette, or use the pictures correct palette.
-
- GET SPRITE:Displays the screen buffer, and waits for a mouse click.
- Click on the top left of the portion you wish to cut out,
- and move to the lower right. Click again to grab it and
- place it in the sprite buffer. A right mouse click will
- take you one step back.
-
- PUT SPRITE:Displays the screen buffer and pastes the sprite in the
- sprite buffer onto the screen when you click the left button.
- If you click the right, it will cancel. When you first click
- on the tool, the button you press determines how the sprite
- will be pasted on. Left means xray mode, and right means
- copy mode. Xray mode does not copy any black spaces.
-
- RESIZE: Allows you to shrink or expand the sprite in the sprite
- buffer. The top left corner of the sprite always starts
- in the top left corner of the screen and the bottom right
- is where you click the left button. Again, click the right
- to return to the main screen. If you click on this tool
- with the right button, the whole screen buffer will be
- resized instead of the sprite.
-
- CLB: Clears the screen buffer with the colour associated with
- the mouse button you press when you select this tool.
-
-
-
-
- P13
- CHANGING THE COLOURS
- ~~~~~~~~~~~~~~~~~~~~
-
- Once you have clicked on the edit button underneath the
- mouse icon, a submenu will appear allowing you to change the
- red, green, and blue values for the palette. It will look like this:
-
- ---------------------------------------- Red, green, and blue values
- | R - ----I---- + 40 | are shown on right, and a
- | G - --I------ + 23 | graphical slider (I) shows
- | B - --------I + 63 | the amount of each in the
- | | middle. Clicking on the
- | ----- ------ ------- ------ ------ | - and + will change the values
- | |SET| |COPY| |BLEND| |LOAD| |SAVE| | or you can click and drag
- | ----- ------ ------- ------ ------ | the sliders to new positions.
- | | Next are some control buttons.
- | |
- | Copy 10 | This line show where copy and
- | To 40 | blend operations will take
- | | place.
- | ------ |
- | | OK | | To finishing changing the
- | ------ | colours, click here.
- ----------------------------------------
-
- Choosing set, copy, or blend will activate the colour selector. Press
- the left button to choose a colour or the right button to cancel the
- operation. Blend and copy require two colour selections.
-
- Load and Save will bring up a file selector for selecting the palette.
- (These are compatible with Autodesk Animator's .COL files)
-
-
- P14
- ANIMATING YOUR SPRITES
- ~~~~~~~~~~~~~~~~~~~~~~
-
- Once you have clicked on the animation button (running person)
- a submenu will appear allowing you to change the animation order and
- speed.
-
- ----------------------------------------
- | CLEAR ALL | Clears all values
- |--------------------------------------|
- | |
- | Slot : - 1 + | Click on the + or - to change
- | Sprite: - 0 + | the values. You can animate
- | Delay : - 0 + | up to 40 sprites at a time.
- | | Change the sprite number to
- | | include that sprite in the
- | | animation. For example,
- | | to animate sprites 1 and 2 set:
- | | Slot 1 Sprite 1 Delay 3
- | | Slot 2 Sprite 2 Delay 3
- |--------------------------------------|
- | ANIMATE | OK | Click OK to end, or to animate,
- |--------------------------------------| click and hold the animate button.
- ----------------------------------------
-
- Note: The delay speed is not the same as the delay in the animate
- command in the WGT library.
-
-
-
- P15
- THE FILE SELECTOR
- ~~~~~~~~~~~~~~~~~
-
- Any time you need to save or load a file, a file selector will
- appear. At the top is a line which says "Type Filename:". If you
- click on that top line, you can type in the filename instead of pointing
- and clicking with the mouse. This is necessary when you want to save a
- new file which doesn't exist yet. On the right side are some buttons with
- arrows. The double arrows move to the top and bottom of the directory
- listing. The single arrows move up and down one page.
- When you find the file you want, simply click on the name. Notice how
- the names are highlighted when you move the mouse over them. This is
- so you don't click on the wrong name by accident.
- In case you don't want to pick a file, click on the button labelled
- CANCEL.
- Currently, you cannot change drives from the file selector.
-
-
-
-
- P16
- ADDITIONAL COMMAND KEYS
- ~~~~~~~~~~~~~~~~~~~~~~~
- While on the main screen, the following keys can be pressed:
-
- M : shows how much free memory is left
- F1: Displays version number and registration and keys
- D : Goes to DOS shell. Type exit to return.
- C : Copy menu. Click on the start and end buttons
- to increase or decrease the range to copy.
- The right button changes by 10 at a time.
- Select the destination, and click on
- the copy button.
- T : Text Menu. Load font brings up a file selector,
- and loads the font if you select one.
- Default font unloads previous fonts and uses the
- 8x8 default font.
- Type text switches to the screen buffer. Click where
- you want to type some text, and a flashing cursor
- will appear. Type in the text, and hit Esc when
- finished.
-
-
- P17
- Using PCX,CELs, and GIFs
- ~~~~~~~~~~~~~~~~~~~~~~~~
-
- The WGT Sprite Creator allows you to edit pictures using high quality
- paint programs and grab sprites from the pictures created. Popular formats
- available are PCX,Autodesk Animator's CEL, and Compuserve's GIF.
-
-
- P18
- The Future
- ~~~~~~~~~~
- REMEMBER: The WordUp Sprite Creator is shareware. When you become a
- registered user, you will receive the latest version of the sprite
- creator, with the first shareware notice removed. You may also
- receive some new software from WordUp Software Productions, for free.
- So please, register and support the shareware concept.
-
-
-