7:41 adding a palette picker beside the Tiles text would be cool, or just in the top-right of the tile selector frame. You don't need a menu to pick a color.
I have been a geometry dash player for a long time, and honestly i think the editor is VERY good. You can take some inspiration from it. It has things such a selection system, so you can select one or several objects to move or edit them, a copy-past system, a layering system, so you can place object on top of each other and still be able to access them independently if they are on different layer, and plenty of very convient small of large feature that I really enjoy.
The auto texture thing is really clever, it's something I never really thought how complex it would get with the corners, but yeah you're basically accounting for most permutations of a 3x3 grid (presumably excluding blocks diagonal without a cardinal connector, since you can treat them the same as if there was only the central block, and also excluding the central block being 'off' since that's what you're calculating the texture of)
Honestly, this is a very cool project so far I don't know exactly how much easier it is to say than it is to do, but what if there was some sort of Layer system? Wouldn't have to be like super mega complex with 100+ layers, but having a Foreground Layer (in front of player), Midground Layer (Same layer as the player), and a Background Layer (Behind the player) could be enough to add just a little extra spice to any level made. Other than that, really great progress, and I can't wait to see the final product
Oh my god I'm so glad to see you upload again holy hell!!! You did such a good job on this I swear I would actually confuse this for a real nintendo project
@CodeNoodles YW!! I loved the job you did on 2D Minecraft and I found your "Destroying Mario Minigames with AI" series very interesting Keep up the great work, noodles!!!
Palettes definitely deserve their own menu. Also, it would be a nice detail for different palettes to not tile together. Since you have such an easy system for palette storage, maybe you could let users design this own as well, and have them save locally as .plts.
For customizability and brevity, I'd recommend making the color pallet be selectable in a different menu. That way the "base" version of the tile is all that's needed in the tile menu, shortening it, while the player can focus on the pallet menu when they want to customize the colors instead of digging through the tile menu.
I think a pallete menu along the side of the tile menu would be good. As well as just making the tile menu just a lot cleaner to navigate, it would also allow you to offer the user more flexibility. You could have say 8 seperate colour palletes available by default and possibly allow the user to add their own colour pallete using a hex code or colour picker. As well as recently used tiles, it might be good to have a "frequently used" menu as well. So if there's tiles the player uses frequently, they're always available.
I think adding a custom parallax affect could be cool Like it would basically just be a layer system so when your actually playing a level you wouldn’t be able to access it but it would be editable in the tile editor
I would suggest checking the editor of SMBX 1.4.5, it features some things you might be interested like resizing level bounds or selecting objects along with features you could consider, like layers.
I have some ideas for when you add bosses. #1. Bosses should be their own tab, due to how different they work from normal enemies #2. There should be settings for the amount of health, how much damage they take/deal, and if they have an different color palette #3. Bosses should have the ability to end the stage or not, so players could make their own boss rush levels #4. Bosses that can spawn items/enemies (Like Kraco or Whispy) should have the option to spawn other items/enemies, for example, Kraco can spawn Waddle doo’s, but since Kraco is a lightning cloud, he could also have the option to spawn that give Kirby spark/plasma I hope these ideas are useful :D
i had a thought, if you want to publish the editor you'd have make an extractor for kirby roms, so that someone can use it but you're not pirating assets. I'm unsure if that's even possible though.
have you planned the design of the editor before you programmed it in (with pen and paper or with a drawing program)? it always helps tremendiously to plan before programming, because its way faster to draw than to program. i like the low level approach of you creating "kirby maker". most people would just use a game engine. its however much more fun to watch you use my beloved sfml instead❤
3:41 the way I dealt with this problem was to separate the block into 4 corner pieces, each with a different texture dependand on the 3 blocks right next to it, each corner only has 5 textures, of which only 2 are unique to that corner, to a total of 13 1/4 full block size textures, it only quadruped the amount of draw calls but that was my solution... Something more useful you could add a forced display property for the tiles so you could make tiles look a certain way even if they have / don't have a neighbor right next to them, it'll allow you to make the same terrain your were making at the beginning, and last episode
I love the tab idea, maybe you could have a frequently used or favourites tab in there along with the recent bar that you’ve got. Like the ability to star them or something? That way someone can create their own preset palette in a tab and swap between these. Especially if you’re planning on implementing a large number of tiles.
I think you should definitely make selecting a palette separate from selecting what you’re placing, since putting, for example, every palette of Waddle Dee or grass would make things unnecessarily cluttered for things that act identically, and it’d let players use all-new palettes for things. Maybe eventually even have a way to make sub-menus, so you click on the one “ground” option and then it opens to the different kinds of ground? Also, separate suggestion, maybe for menu design you should look at other Kirby games? Like for the zoom in/zoom out buttons, making them flat circles looks good I think, but maybe modeling them after the menu buttons in other Kirby games could be better? Like the theater/jukebox buttons in Star Allies or Triple Deluxe or something
I suggest making it so that tiles at the borders of the level appear to be connected where they touch the border, as if there are more tiles beyond the border Great video!
For the tile menu, you should make the bar work like a hotbar / favorite bar. Instead of having a bar with the Texture of each category selected, you should make so it's the last Texture selected in the dropdown menu. Ofc, bc of how it would work, beside the "Tiles" (above the list of all tiles), there would be a "Entities" tab, so we select what Texture from which category we want to put in the favorite bar. It would be more convinient if someone tries to make complexe things requiering multiple Tiles, bc this way, he wouldn't need to open the dropdown meny eachtime. Beside that, Your work is amazing, keep going !
Exciting! I think it would be very valuable to have access to the full "Recent Tiles" bar on the main editor screen- then, maybe you could flip between those recent tiles with the scrollwheel or number keys, similar to how you flip through your hotbar in Minecraft?
5:39 when you have a gray scale texture, can you not just simply make a product with the color values of your texture and the color you want it to be ?
Take a few things you could do to make the editor faster to use is ADD hotkeys to stuff like the block picking menu and also I think a really fun feature would be like a box like we could like make a box and just fill that with tiles or something easily remove tiles
I would probably put the recent tiles above the main section instead of at the bottom, since that would increase the speed to get back to a tile you were just using.
For recent tiles you should enable either the scroll wheel or arrow keys alternate between them, this way you don't need to click the dropdown every time you want a different tile
This Game Is Looking Extremly Cool! I Also Do Have Some Ideas, 1. The Creator Should Be Able To Change The Tile Color Pallet To Whatever Color They Want, This Might Be Hard But It Would Make Alot Of Level Posiblitys 2. Maybe Adding Some Kind Of Spiky Object That Dosn't Move But It's Kill The Player If They Touch It Kind Of Like Mario Maker's Spike Block
You should make it so you can add: Custom Music, Sub-Area's, Powerup Station things, and triggers to do things like enabling or disabling blocks when touched, or to change music.
Great video! I think it might be better if the recent tiles bar was at the top of the drop-down menu rather than the bottom. Also, it seems that pallet swapped versions of the same tile auto tile with each other which I believe is inconsistent with Kirby's adventure.
over your past few posts, you’ve become one of my favourite notifications to receive. it’s always a good day when you, sebastian lague, or thin matrix posts. i love this project and you seem genuinely passionate about this so im excited to see where this goes
In one of my projects that had tiles that needed to work with the corners you don't need all 256 combinations you only need 48 since most of the tiles textures from the 256 version are duplicated. :D
You should strip all of the copyrighted textures if you finish this so you can release it without it getting taken down! You could either leave the textures bare-bones for the user to fill in themselves, or you could make the textures your own thing.
Something i think would be good is a option for a quickbar of tiles you want to use. but if not thats fine but something i think you should fix is tiles of different pallets auto tiling together.
Your programming is built for scalability which is really nice to see for a project like this! Do you have an elegant solution in mind for adding doors that can transition to new areas/themes?
I think it'd be best to just auto resize the level as you place blocks, leaving like 5 or 6 blocks of space between the blocks closest to the left, right, top or bottom for each border. Or just don't display the borders and auto resize whenever the player places something out of bounds. I can see how it might start to get expensive as the level gets bigger though.... Won't know until you try.
i feel like the recent tiles part of the ui should be above the tiles part of the ui just because that way you only need to move your mouse a little after clicking into the menu to use a previously used tile
Why not split tiles into 8x8 chunks instead of 16x16, but keep the placeable tiles at 16x16? That way you could cut down on the resources needed for connecting edges by making them split up into four quadrants.
I think having to constantly go into a menu to pick a new tile type may get annoying after a while. I think the user should be able to pick 5 or so quick access tiles to switch between without opening the menu. Kind of like those palette plates painters use.
i think you should add a system kind of like geometry dash where you can give ids to objects and then add events where it could move, rotate, etc. id really like to see come into the game!
I'd be funny if the name of this thing was Dream Canvas or something related, like that one painter girl boss that I can't remember her name whose drawing are made into reality.
Why not have different block palette be in the menu and also accessible with mouse scroll ? since mouse scroll is no longer being used, would also allow to create faster
you might want to consider same tiles with different palettes as different (for autotiling). we see at 6:27 that they merged so you wouldn't be able to redo the world at 4:00
I’m not sure if you should call it Kirby’s Dream Designer, because there’s another Kirby Maker called Kirby’s Dream Crafter and the names do sound similar.
Suggestion i think you should start adding keybinds and a level selector so when you complete the level your making you can click on a button and add the next seris of levels fingers crosst you understand (please can this be added😅)
7:41 adding a palette picker beside the Tiles text would be cool, or just in the top-right of the tile selector frame. You don't need a menu to pick a color.
Fully agree.
Do however, make it so that colors don't mix together.
Unless we have the ability to choose more tons of colors? Would be neat to see custom color palette support!
I agree
I have been a geometry dash player for a long time, and honestly i think the editor is VERY good. You can take some inspiration from it. It has things such a selection system, so you can select one or several objects to move or edit them, a copy-past system, a layering system, so you can place object on top of each other and still be able to access them independently if they are on different layer, and plenty of very convient small of large feature that I really enjoy.
Thanks for the suggestion!
The auto texture thing is really clever, it's something I never really thought how complex it would get with the corners, but yeah you're basically accounting for most permutations of a 3x3 grid (presumably excluding blocks diagonal without a cardinal connector, since you can treat them the same as if there was only the central block, and also excluding the central block being 'off' since that's what you're calculating the texture of)
Kirby Maker Lore let's gooooo
Honestly, this is a very cool project so far
I don't know exactly how much easier it is to say than it is to do, but what if there was some sort of Layer system? Wouldn't have to be like super mega complex with 100+ layers, but having a Foreground Layer (in front of player), Midground Layer (Same layer as the player), and a Background Layer (Behind the player) could be enough to add just a little extra spice to any level made.
Other than that, really great progress, and I can't wait to see the final product
Was also going to suggest that, for a game like this layers are a necessity
Oh my god I'm so glad to see you upload again holy hell!!! You did such a good job on this I swear I would actually confuse this for a real nintendo project
Thanks, comments like this keep me motivated! I'm glad you're enjoying the project!
@CodeNoodles YW!! I loved the job you did on 2D Minecraft and I found your "Destroying Mario Minigames with AI" series very interesting
Keep up the great work, noodles!!!
I think you should be able to hold click on a tile to have it open a second menu for color palettes!
Palettes definitely deserve their own menu. Also, it would be a nice detail for different palettes to not tile together. Since you have such an easy system for palette storage, maybe you could let users design this own as well, and have them save locally as .plts.
For customizability and brevity, I'd recommend making the color pallet be selectable in a different menu. That way the "base" version of the tile is all that's needed in the tile menu, shortening it, while the player can focus on the pallet menu when they want to customize the colors instead of digging through the tile menu.
I love these kind of devlogs 😭😭
I’ve been waiting for this for soooooo long (2 months but it felt like years😢)
Lol, I hope it was worth the wait 😆
Yer defently
For resizing, you can add arrows to the side, and it would be possible to click and drag (like in Lönn for Celeste)
I think you should place "Recent tiles" above "Tiles"
Good video
I think a pallete menu along the side of the tile menu would be good. As well as just making the tile menu just a lot cleaner to navigate, it would also allow you to offer the user more flexibility. You could have say 8 seperate colour palletes available by default and possibly allow the user to add their own colour pallete using a hex code or colour picker.
As well as recently used tiles, it might be good to have a "frequently used" menu as well. So if there's tiles the player uses frequently, they're always available.
Despite being subscribed, the recommended tab led me here... I'll get the popcorn
You mean the noodles?
Same
I think adding a custom parallax affect could be cool
Like it would basically just be a layer system so when your actually playing a level you wouldn’t be able to access it but it would be editable in the tile editor
7:34 maybe a radial menu that is opened when pressing a button and appears around the mouse. That would reduce mouse travel by a lot
I would suggest checking the editor of SMBX 1.4.5, it features some things you might be interested like resizing level bounds or selecting objects along with features you could consider, like layers.
You should add a toggle if you want auto-tiling
some people want to use some specific tiles and if there wren’t a toggle, it would be annoying.
I have some ideas for when you add bosses.
#1. Bosses should be their own tab, due to how different they work from normal enemies
#2. There should be settings for the amount of health, how much damage they take/deal, and if they have an different color palette
#3. Bosses should have the ability to end the stage or not, so players could make their own boss rush levels
#4. Bosses that can spawn items/enemies (Like Kraco or Whispy) should have the option to spawn other items/enemies, for example, Kraco can spawn Waddle doo’s, but since Kraco is a lightning cloud, he could also have the option to spawn that give Kirby spark/plasma
I hope these ideas are useful :D
man, ill be honest, one of the best series Ive seen so far (with only 2 episodes yet)
Nintendo is currently trying to locate your bedroom.
You should make a frequently used part of the bar so you can easily access the parts you use a lot for that level
i had a thought, if you want to publish the editor you'd have make an extractor for kirby roms, so that someone can use it but you're not pirating assets. I'm unsure if that's even possible though.
have you planned the design of the editor before you programmed it in (with pen and paper or with a drawing program)? it always helps tremendiously to plan before programming, because its way faster to draw than to program.
i like the low level approach of you creating "kirby maker". most people would just use a game engine. its however much more fun to watch you use my beloved sfml instead❤
Impressive. I'd add a block with different palettes available a single time but maybe with an icon suggesting it's available in diff colors.
I'd like if there was an option to turn off auto tiler. Sometimes structures not being connected can look nicer.
You could make it so you use the scroll wheel to cycle between the color palette after you select a tile.
3:41 the way I dealt with this problem was to separate the block into 4 corner pieces, each with a different texture dependand on the 3 blocks right next to it, each corner only has 5 textures, of which only 2 are unique to that corner, to a total of 13 1/4 full block size textures, it only quadruped the amount of draw calls but that was my solution...
Something more useful you could add a forced display property for the tiles so you could make tiles look a certain way even if they have / don't have a neighbor right next to them, it'll allow you to make the same terrain your were making at the beginning, and last episode
You could select a texture and then to change its colour palette, you use the scroll wheel, free up space for more tilessets on one screen
I love the tab idea, maybe you could have a frequently used or favourites tab in there along with the recent bar that you’ve got. Like the ability to star them or something? That way someone can create their own preset palette in a tab and swap between these. Especially if you’re planning on implementing a large number of tiles.
Also maybe the different colours stem from the original tile - like a sub menu rather than each being listed in the main tab.
How about kirby spray paints? 🤔
Or in other words different kirby skins you could select
I think you should definitely make selecting a palette separate from selecting what you’re placing, since putting, for example, every palette of Waddle Dee or grass would make things unnecessarily cluttered for things that act identically, and it’d let players use all-new palettes for things. Maybe eventually even have a way to make sub-menus, so you click on the one “ground” option and then it opens to the different kinds of ground?
Also, separate suggestion, maybe for menu design you should look at other Kirby games? Like for the zoom in/zoom out buttons, making them flat circles looks good I think, but maybe modeling them after the menu buttons in other Kirby games could be better? Like the theater/jukebox buttons in Star Allies or Triple Deluxe or something
I suggest making it so that tiles at the borders of the level appear to be connected where they touch the border, as if there are more tiles beyond the border
Great video!
For the tile menu, you should make the bar work like a hotbar / favorite bar. Instead of having a bar with the Texture of each category selected, you should make so it's the last Texture selected in the dropdown menu. Ofc, bc of how it would work, beside the "Tiles" (above the list of all tiles), there would be a "Entities" tab, so we select what Texture from which category we want to put in the favorite bar.
It would be more convinient if someone tries to make complexe things requiering multiple Tiles, bc this way, he wouldn't need to open the dropdown meny eachtime.
Beside that, Your work is amazing, keep going !
Exciting! I think it would be very valuable to have access to the full "Recent Tiles" bar on the main editor screen- then, maybe you could flip between those recent tiles with the scrollwheel or number keys, similar to how you flip through your hotbar in Minecraft?
Why did I read the title as “Baby maker” 😭😭😭😭😭😭😭
5:39 when you have a gray scale texture, can you not just simply make a product with the color values of your texture and the color you want it to be ?
The issue is that the colors in the color palettes aren't always the same hue. Good suggestion though!
@@CodeNoodles I was thinking about a hsv multiplication. The hue should be the one excepted in this case wouldn't it ?
Maybe for the color palette you could press a button in the tile select like middle mouse over a tile to see the variations in a new widget
Take a few things you could do to make the editor faster to use is ADD hotkeys to stuff like the block picking menu and also I think a really fun feature would be like a box like we could like make a box and just fill that with tiles or something easily remove tiles
I would probably put the recent tiles above the main section instead of at the bottom, since that would increase the speed to get back to a tile you were just using.
For recent tiles you should enable either the scroll wheel or arrow keys alternate between them, this way you don't need to click the dropdown every time you want a different tile
This Game Is Looking Extremly Cool! I Also Do Have Some Ideas,
1. The Creator Should Be Able To Change The Tile Color Pallet To Whatever Color They Want, This Might Be Hard But It Would Make Alot Of Level Posiblitys
2. Maybe Adding Some Kind Of Spiky Object That Dosn't Move But It's Kill The Player If They Touch It Kind Of Like Mario Maker's Spike Block
Please add a layer system!
Yess, you finally made a part 2! I haven’t watched it yet ’cause I need to make some food first.
You should make it so you can add: Custom Music, Sub-Area's, Powerup Station things, and triggers to do things like enabling or disabling blocks when touched, or to change music.
Great video! I think it might be better if the recent tiles bar was at the top of the drop-down menu rather than the bottom. Also, it seems that pallet swapped versions of the same tile auto tile with each other which I believe is inconsistent with Kirby's adventure.
over your past few posts, you’ve become one of my favourite notifications to receive. it’s always a good day when you, sebastian lague, or thin matrix posts. i love this project and you seem genuinely passionate about this so im excited to see where this goes
Oh wow, you just made my day! I'm really happy that you've been enjoying watching this project come together, and there's more to come, trust me!
It could be quite useful to have like a hotbar that you can use to store multiple tiles, kinda like in minecraft
7:12 you could add an arrow pointing down so it tells you that you can do that
maybe add like a radial menu when clicking the mouse wheel to select from recent tiles to make it quicker when making levels
I think you should also be able to place tiles without the auto-tiling thing to allow for more creativity
Going to be honest I misread the title as "Kirby Maker's Final Update" and already I was thinking "Wow nintendo sure works fast"
if you made a menu for color palettes it would probably be easier for people to use custom palettes in their levels.
That makes sense.
You always make masterpiece content. Good job mate, you never disappoint!
Thanks, it really means a lot!
Now im still gonna call it Kirby maker “ because it’s more of a clickbait “
Facts!
You should put the recent tiles on top of the other tiles because is easier to reach them in this way
7:40 it would be nice if the recent tiles were above on top of the tiles menu so u can have faster access to recent tiles
I haven't watched the full video yet, but at 3:30 you can use a method of dual grid autotiling, check it out if you haven't heard of it
In one of my projects that had tiles that needed to work with the corners you don't need all 256 combinations you only need 48 since most of the tiles textures from the 256 version are duplicated. :D
You should strip all of the copyrighted textures if you finish this so you can release it without it getting taken down!
You could either leave the textures bare-bones for the user to fill in themselves, or you could make the textures your own thing.
Something i think would be good is a option for a quickbar of tiles you want to use. but if not thats fine
but something i think you should fix is tiles of different pallets auto tiling together.
Your programming is built for scalability which is really nice to see for a project like this! Do you have an elegant solution in mind for adding doors that can transition to new areas/themes?
Hell yeah love this series!!
I think it'd be best to just auto resize the level as you place blocks, leaving like 5 or 6 blocks of space between the blocks closest to the left, right, top or bottom for each border. Or just don't display the borders and auto resize whenever the player places something out of bounds. I can see how it might start to get expensive as the level gets bigger though.... Won't know until you try.
I have a suggestion that probably doesn’t exist in any Kirby game: Purple and grey tiles, grey for rocks and purple since it’s my favourite colour
As someone from comes from another level editor, would be cool to port our own tiles and also a mode to place them manually
Wow cool video!
Thanks!
@@CodeNoodles no problem!
i feel like the recent tiles part of the ui should be above the tiles part of the ui just because that way you only need to move your mouse a little after clicking into the menu to use a previously used tile
You should probably split the blocks into sub categories. Otherwise, things will start to get convoluted as you add more
Why not split tiles into 8x8 chunks instead of 16x16, but keep the placeable tiles at 16x16? That way you could cut down on the resources needed for connecting edges by making them split up into four quadrants.
Make it so the tile drop down also appears when you use right click anywhere
I think having to constantly go into a menu to pick a new tile type may get annoying after a while. I think the user should be able to pick 5 or so quick access tiles to switch between without opening the menu. Kind of like those palette plates painters use.
i think you should add a system kind of like geometry dash where you can give ids to objects and then add events where it could move, rotate, etc. id really like to see come into the game!
I'd be funny if the name of this thing was Dream Canvas or something related, like that one painter girl boss that I can't remember her name whose drawing are made into reality.
Why not have different block palette be in the menu and also accessible with mouse scroll ? since mouse scroll is no longer being used, would also allow to create faster
you might want to consider same tiles with different palettes as different (for autotiling). we see at 6:27 that they merged so you wouldn't be able to redo the world at 4:00
Or make tiles be able to seperate from creator choice, bc 6:29 looks sick
@@nathansos8480 hence my choice of words, depends what CN prefers (because I think it might be a bit to annoying to try to handle both).
Yay More Kirby Maker
yay
Love the DL3 remixes! Where can I find them?
Add a color palette button!!!!
The Recent Tiles section should be above the Tiles section so the user needs to move their mouse around less.
This game can add a level publishing system like smm2
HESSS BACKKK
I think entities with copy abilities should be separated from entities without copy abilities to avoid confusion for the player
Make a menu like Dragon Ball games for the tiles, you choose Goku and another menu will show asking you which Goku you want to choose.
Would there be controller compatibility?
imagine adding custom powerups
I’m not sure if you should call it Kirby’s Dream Designer, because there’s another Kirby Maker called Kirby’s Dream Crafter and the names do sound similar.
i think itd be nice if instead of the buttons to resize, you made it like resizing/cropping an image in photoshop
peak maker
2:57 so it’s kind of like the super Mario world style in super Mario maker
lets goooo kirby maker
and hes taking inspirationf rom the comments
lets gooo
Tile Layers
LETS GOOOO
i never seen a youtuber make a game and update it they always make the game and never touch it
Suggestion i think you should start adding keybinds and a level selector so when you complete the level your making you can click on a button and add the next seris of levels fingers crosst you understand (please can this be added😅)
"And it's good clickbait."
It's not even clickbait though. It's literally advertizing itself exactly as it is.
i think you should add peter griffin
Yyaaayy I love this game