[Update] Hocus Pocus Level editor v1.2

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black-thrones
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Re: [Release] Hocus Pocus Level Editor

Post by black-thrones »

HOLY SHIT! I've been waiting for something like this for so many years
Hisymak
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[Update] Hocus Pocus Level editor v1.1

Post by Hisymak »

Hocus Pocus Level Editor 1.1 released

What is new:
- You can export and import any file from/to HOCUS.DAT (so you can replace graphics, music, sounds...)
- You can edit level properties which are stored inside HOCUS.EXE (par times, elevator tiles, music, tileset...)
- Added a README file with some help and documentation, based on frequent questions (how the layers work, how to create switch puzzles etc.)
- Added a patching feature (so you can easily distribute your mods without need to send whole HOCUS.EXE and HOCUS.DAT files)
- Some other minor improvements

Download:
Here

For those who are interested in using their custom tileset and graphics:
I created a document called "Hocus Pocus graphics replacement guide" describing in detail how to replace tilesets and backdrops with your custom ones. The document is available inside the zip file.

I am posting again the VioletCLM's Hocus Pocus level which he posted on Public Commander Keen forum some time ago, along with a custom music I chose for it. This is actually a "mod patch", so I want to demonstrate how the new "Apply mod patch" feature works. You don't need to manually import the level and the music files, the editor will import everything for you with one click.
Download here

Enjoy.
Hisymak
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Re: [Update] Hocus Pocus Level editor v1.1

Post by Hisymak »

Good news everyone!

Release of HocusEditor version 1.2 is here!

With this new version, HocusEditor is no longer just a level editor, but it has developed into a complex modding tool for this awesome and popular classic VGA platformer!
Now, all kinds of graphics, most notably sprites, are editable - that means total conversions are likely to come!

What is new in this release:
- Created tool for viewing, exporting and importing sprites
- Created tool for viewing, exporting and importing menu and UI graphics
- The document "Graphics replacement guide" was updated accordingly
- Sprites are drawn on map (can be turned on and off)
- The "Save map image" now saves into .png instead of extremely huge .bmp file
- Added exe patching feature
- Added support for beta version
- Added "Calculate VRAM usage" function

Download link:
Here

Official website:
http://www.shikadi.net/moddingwiki/HocusEditor

Demonstration:
To show you the full power of editing the sprites, I decided to turn Hocus Pocus into Doom marine and let him fight against the hellish monsters everyone knows from the legendary 3D game. Let's introduce Doom Pocus:

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Fire Crocs turned into Imps and Devil Dan is now a Cacodemon.

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Shooting dat Zombie and Imps.

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Besieged by Lost Souls.

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The final battle with a vicious Cyberdemon.

Screenshots:
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The final sprite editing UI.

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Sprites now being drawn on the map.

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Editing level properties

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The "Calculate VRAM usage" helps you manage the limitations.

Important note:
If you work on your mod and something is not clear to you, you don't know how to achieve something, run into a problem, or just found a bug or missing functionality, don't hesitate to ask me! I spent a reasonable time making this program and playing around with the modifications so I'm really willing to share any information and experience with you.
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Re: [Update] Hocus Pocus Level editor v1.2

Post by NeuralStunner »

... This is amazing. I haven't really played this game a lot, but I like the concept here. :D

("Doom in [Game]"? That's a nice inversion there. ;) )
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ETTiNGRiNDER
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Re: [Update] Hocus Pocus Level editor v1.2

Post by ETTiNGRiNDER »

Excellent! I will definitely have to take a closer look at this once I'm through with my big push on another project.
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ravage
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Re: [Update] Hocus Pocus Level editor v1.2

Post by ravage »

OH, did some of those enemies actually have names? I'm gonna have to mess around with this.

Ok, upon first inspection there are a few issues that I still had with the previous version--mostly due to overlapping elements making the ui hard to use. I'm not sure if there is a vertical scroll bar for the screen, but the horizontal bar is overlapped by the right panel.
This was in Win7 64 bit with the classic win2k skin.
Image
Hisymak
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Re: [Update] Hocus Pocus Level editor v1.2

Post by Hisymak »

ravage wrote:OH, did some of those enemies actually have names? I'm gonna have to mess around with this.

Ok, upon first inspection there are a few issues that I still had with the previous version--mostly due to overlapping elements making the ui hard to use. I'm not sure if there is a vertical scroll bar for the screen, but the horizontal bar is overlapped by the right panel.
This was in Win7 64 bit with the classic win2k skin.
Thanks ravage for your report! Too bad you didn't report this to me earlier. Otherwise I could have already fixed that.
It see that this is most probably a problem with text size scaling setting in windows 7. You can clearly see that the minimap image is 240*60 pixels, but the frame is actually bigger. Also all other controls are bigger and thus overlapping each other. To temporarily resolve this you could reset your text size/scalling setting in windows. I will look whether I could fix/handle it in the program.
Hisymak
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Re: [Update] Hocus Pocus Level editor v1.2

Post by Hisymak »

Update: I fixed the issue with overlapping GUI elements ravage reported to me.
Here is fixed executable for download (for anyone who has the same problem): https://drive.google.com/open?id=0B_Lu2 ... EZiTWRnQmc
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