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1 change: 1 addition & 0 deletions DROButtonMaker.resource_order
Original file line number Diff line number Diff line change
Expand Up @@ -55,6 +55,7 @@
{"name":"objMessageBox_ChariniFail","order":2,"path":"objects/objMessageBox_ChariniFail/objMessageBox_ChariniFail.yy",},
{"name":"objPreview","order":4,"path":"objects/objPreview/objPreview.yy",},
{"name":"better_scaling_draw_surface","order":1,"path":"scripts/better_scaling_draw_surface/better_scaling_draw_surface.yy",},
{"name":"scrJsonUtilities","order":3,"path":"scripts/scrJsonUtilities/scrJsonUtilities.yy",},
{"name":"sh_better_scaling_5xbrb","order":1,"path":"shaders/sh_better_scaling_5xbrb/sh_better_scaling_5xbrb.yy",},
{"name":"sh_better_scaling_5xbrc","order":2,"path":"shaders/sh_better_scaling_5xbrc/sh_better_scaling_5xbrc.yy",},
{"name":"sh_better_scaling_bicubic","order":3,"path":"shaders/sh_better_scaling_bicubic/sh_better_scaling_bicubic.yy",},
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1 change: 1 addition & 0 deletions DROButtonMaker.yyp

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20 changes: 10 additions & 10 deletions README.md
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# DROButtonMaker
Button Maker for Danganronpa Online, created with GameMaker Studio 2. The source code is available at https://github.com/Chrezm/DROButtonMaker
Button Maker for Danganronpa Online, created with GameMaker. The source code is available at https://github.com/Chrezm/DROButtonMaker

**Only PNG, GIF, APNG, and WEBP images are currently supported. If some other format miraculously works, it is currently not guaranteed it will continue to work afterwards.**

Expand All @@ -12,8 +12,8 @@ This project is licensed under a modified MIT license. This license is identical
### Most common workflow

1. Click "Choose character".
2. On the first dialog screen, select the `char.ini` of your character.
3. The first sprite listed as an emotion in the `char.ini` will be searched in the character folder, with the following lookup considerations:
2. On the first dialog screen, select the character registry file of your character (typically a `char.ini` or `char.json`).
3. The first sprite in the character registry that would logically be rendered first in Danganronpa Online will be searched in the character folder, with the following lookup considerations:
- The following file prefixes will be considered in this priority order: `/(a)`, `/(a)/`, `/`.
- The following file suffixes will be considered in this priority order: `.webp`, `.apng`, `.gif`, `.png`.
- The first prefix, suffix pair such that a file in the character folder with such prefix and suffix added exists will be the one the application will use. All suffixes will be considered first before starting to consider the next prefix.
Expand All @@ -24,11 +24,11 @@ This project is licensed under a modified MIT license. This license is identical
- The default foreground in front of a generated button (by default nothing).
- A "Selected" image to draw over the character sprite *and* foreground to produce on buttons (by default nothing).
- A "mask" image that will determine the shape and fading of the overall produced buttons (by default a fully opaque square mask).
- The intended name and size of the produced buttons (by default button<num>_off.png and 40).
- The intended name and size of the produced buttons (for name, by default it is `button<num>_off.png` for `char.ini` registry files and `<name>` for `char.json` registry files; for size, by default it is 40).
7. If a sprite with several frames was loaded, two additional buttons will appear that will let you cycle between the different frames of the sprite.
8. Adjust the size and position of the cutter until it aligns with your intended button for the current image.
9. Once ready, click "Generate Button" or push Space. It'll generate a button in the folder emotions (or emotions2 if the previous folder already existed), containing the image found *exactly within* the white cutter box.
10. The next image in the `char.ini` will be searched in the character folder, and the process will continue as described above. Proceed until done.
9. Once ready, click "Generate Button" or push Space. It'll generate a button in a folder called `emotions` (or `emotions2` if the previous folder already existed), containing the image found *exactly within* the white cutter box. The location of that containing folder will be the directory of the character (for `char.ini` registry files), or the directory of the outfit associated with the emote (for `char.json` registry files)
10. The next image in the character registry file that ouwld logically be rendered in Danganronpa Online will be searched in the character folder, and the process will continue as described above. Proceed until done.
11. If at any point you want to change the current image without generating a button, click "Previous Image" or "Skip Image".

### Controls
Expand All @@ -42,18 +42,18 @@ This project is licensed under a modified MIT license. This license is identical
* If a dialog box appears, and after attempting to click a button the dialog box flashes red, that means that the button (or the text in the input box) was not accepted. Try again with a different button (or different text if applicable).

### Buttons
* "Previous Image": Go back one image without generating a button file. If the currently displayed image was the first one in the `char.ini`, the last image in the character file will be displayed.
* "Skip Image": Go forward one image without generating a button file. If the currently displayed image was the last one in the `char.ini`, the firstimage in the character file will be displayed.
* "Previous Image": Go back one image without generating a button file. If the currently displayed image was the first one in the character registry file, the last image in the character registry file will be displayed.
* "Skip Image": Go forward one image without generating a button file. If the currently displayed image was the last one in the character registry file, the firstimage in the character registry file will be displayed.
* "Clear Temp": Delete the temporary folder created in the character folder to handle animated images (if it exists).
* "Preview": Get a preview of how the final button with the intended target size will look like once generated.
* "Generate Button": Generate a button with the current settings and advance to the next image.
* "Choose Character": Choose the char.ini of your target character. If you select None, your current selection will be cleared.
* "Choose Character": Choose the character registry file of your target character. If you select None, your current selection will be cleared.
* "Choose Background": Choose the background to add to your buttons. If you select None, your current selection will be cleared.
* "Choose Foreground": Choose the foreground to add to your buttons. If you select None, your current selection will be cleared.
* "Choose 'Selected.png'": Choose the "Selected" image to add to your buttons to generate "on" buttons. If you select None, your current selection will be cleared.
* "Choose Mask": Choose the mask to use when generating buttons. Masks should be images containing only black pixels with some amount of transparency. The location of said pixels affect how visible (if at all) each pixel will be in your produced image. If you select None, your current selection will be cleared.
* "Choose Target Size": Choose the target size of your buttons. This must be an integer greater than 0.
* "Choose Target Name": Choose the target name of your buttons. Any instances of "<num>" will be replaced by the current emote number. Buttons with "Selected" images will be generated when provided a Selected image only if the target name includes "_off" (which will be automatically replaced with "_on" when generated). Note that all generated buttons will have a `.png` suffix added, so the target name should not have a file extension included.
* "Choose Target Name": Choose the target name of your buttons. Any instances of "<num>" will be replaced by the current emote number. If the target name ends with "_off", the generated on buttons will have the same name but replacing the trailing "_off" with "_on"; otherwise, an "_on" will be added to the file name. Note that all generated buttons will have a `.png` suffix added, so the target name should not have a file extension included.

If an animated image (an image with more than one frame) was loaded, two additional buttons will appear.
* "Left Arrow": Go back one frame of the animated image. If the currently displayed frame was the first one, the last frame will be displayed.
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