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Grid Sage Games => Announcements => Topic started by: Kyzrati on August 02, 2020, 07:42:12 PM

Title: REXPaint 1.50 Released! (now supports more than 256 char tilesets, and more)
Post by: Kyzrati on August 02, 2020, 07:42:12 PM
REXPaint has a new update, and we're going all the way to 1.50!

This release combines all of the cumulative feature request patches released on the forums over the past couple years, and most importantly includes what was originally planned to be a 2.0 feature: unlimited character bitmaps! Custom fonts are no longer limited to CP437's 16x16 grid, and can add as many rows as you like to include additional glyphs or otherwise expanded tilesets--lots and lots of room for especially the gamedev REXPaint users out there ;)

REXPaint 1.50 (200803) changelog:
You can download REXPaint here (http://www.gridsagegames.com/rexpaint/downloads.html), and note that as of 1.04 it's also available on itch.io (https://kyzrati.itch.io/rexpaint).

Regarding the new extended font support, here's the relevant excerpt from the manual:
Quote
Although the default number of rows in a font bitmap is 16, and that is the largest number REXPaint will display at once, fonts with additional rows are supported, essentially allowing space for an "unlimited" number of glyphs in an image. Simply specify the proper number of rows available for the relevant art font in _config.xt and it will be loaded normally (16 columns is still a requirement), then you can use PgUp/Dn or the scroll wheel (with cursor in the glyph area) to see and use glyphs beyond #255. The mouse scrolling rate can be adjusted in REXPaint.cfg via glyphScrollRowCount. If any art fonts have more than 16 rows, the font window will display numbers at the top right indicating the number of rows currently above and below the current view. To make it easier to use large tilesets, by default right-clicking on an image glyph to select a glyph currently outside the viewable glyph window does not automatically scroll the view to show it unless you right-click on the same selected glyph a second time, though you can overide this behavior and have it always scroll immediately by setting glyphSelectAlwaysAutoscrolls in REXPaint.cfg.

For those of you updating your install from a previous version in which you're using custom fonts/tilesets, note that due to the new expanded character support, the format of fonts/_config.xt has changed a bit, requiring you to explicitly list the number of columns and rows in each font file. See the default install's included version for the proper formatting.

Some of the new features in action

Playing with a custom extended tileset (specifically Kenney's 1-bit pack (https://kenney.nl/assets/bit-pack)).

(https://i.imgur.com/zZX8HBc.gif)

Using explicit transparency mode to visually isolate layers from one another.

(https://i.imgur.com/36nJE5n.gif)

Ctrl-Up/Down cycling through images in Paint mode.

(https://i.imgur.com/NjAOouo.gif)

Multilayer copy/paste.

(https://i.imgur.com/RcjceYx.gif)

Enhanced glyph usage highlighting.

(https://i.imgur.com/3TShd59.gif)

Exporting art to the JSON format used by Cataclysm: Dark Days Ahead (CDDA).

(https://i.imgur.com/MoPHlH0.png)

Happy painting/designing/mapping/developing!
Title: Re: REXPaint 1.50 Released! (now supports more than 256 char tilesets, and more)
Post by: medusacle on August 03, 2020, 07:12:41 AM
Whoa this looks neat, congratulations on the new release ! I'm especially happy about support for larger fonts.
Title: Re: REXPaint 1.50 Released! (now supports more than 256 char tilesets, and more)
Post by: Kyzrati on August 03, 2020, 07:22:23 AM
Thanks :D

And yeah it's definitely been the biggest user request for years now, but as a decently big expansion I'd intended to leave it for 2.0 when I could build it together with a new UI. Then recently one day I decided to go for it anyway "just to see what it might take," and ended up powering through it so we ended up getting early as 1.5!