DMGTile
- 21 Devlogs
- 32 Total hours
A Gameboy Tile Editor build in Rust (So you don’t need GBTD, or Wine if you are not on Windows)
A Gameboy Tile Editor build in Rust (So you don’t need GBTD, or Wine if you are not on Windows)
This is the last devlogs for DMGTile. AKA the V2 Release
. I modified the README for the GPUI version, made the github release and last minutes fix. Bye bye 
After 1h40 of headache I FINNALY added a menu bar to Linux and Windows
.
At first I wanted to use gpui-components but there was way to much issue with it so I build my own bar (in the same style as the whole app)
I even created a quick Dockerfile to test on my mac the linux build.
I also added the export to .c and .bin
In those 2h30 I’ve done a lot of thing 
The most of it was optimization with the Tile List Rendering and Caching but I also rearrange all the code (before it’s was just a big main.rs file) And I added Save, Open & New Project and clean a little bit

This is a short update because I fix some little bug like :

And I added:
In 2 hours I added 2 big thing 
The icon was pretty long to make (because i suck at drawing…
) And implementing the tool bar too.
Here are some picture of the icon and the toolbar
(I use Aseprite btw)
This is a very very little update
I added the same tools as in the EGUI version : Shift (Left, Right, Down, Up) and Rotate (it wasn’t difficult at all)
A Lot of thing happen in 5h20

I create a custom UI with Game Boy related color, custom button, border, font, etc…
For now I have the drawing zone, the preview, the tiles list, the shade selector and tools
To be more specific I added rounder pixelated shade selector, rounded pixelated border, Undo, Redo, Draw/bucket tools
Little update : I added the Shade selector and the palette selector, but also the Early GameBoy font ! And I think it look nice 
I just discovered gpui it’s a UI library based on the GPU. It was created by the same team that make Zed (the code editor). And I found out that it very personalizable. So I am rewriting DMGTile in it
. So far I have the basic grid and basic tools like the bucket, the pencil, eraser etc… The only problem is that I can’t track the right click drag. (I also got the native macOS toolbar)
This might be the last devlogs before Ship Nº1 
After wayyyy to much time the macOS, Windows and Linux build are ready ! Apple GateKeeper and windows Defender don’t like my application 😭 they both flag as something weird / virus… I also realize that my Linux build wasn’t working so I fix it !
I released v1.0.0
! I added those warning about Windows Defender and Apple GateKeeper !
I also added the --dev flag to get the dev menu and finished the README.md
I have been writing the README.md before the release ! 
I change a little bit the logo to add a background for the app icon. Now the app run on macOS, Windows & Linux with icon on each one ! The next step is to make the README & a little Manual ! (And of course publish & build the release version for Windows MacOS & Linux !)
After 40min in Aseprite I am finally happy with a logo (I am so so pround of my self 😤
). I designed it all by my self
. Also I added some “toast” for a better UX.
This is a little update. In this devlogs I just created & tested my Makefile to cross built for Linux, Windows, MacOS from my Mac. And this work !
Wow 2h45
This the devlogs with the most things I added 
Here is a list of everything I added:
.dmgtile file there will save only those 2 with there ID. In the .c file is the same but without there ID so there will just be right after the other (same thing for .bin)
Andddd, that it
(this was damn hard). You can find every commit on my github.
A big feature here
![]()
I added the export to .dmgtile file (it’s just a JSON but modified
). You can also open it !
I also added the Undo / Redo with CTRL+Z & CTRL+SHIFT+Z (or the same but with CMD on macOS) and also in the Edit menu
But for me the biggest feature of this devlogs is the Export menu where you can choose the extension (.bin or .c) and if you choose .c you can modify the array name
.
I also added the drag when using the bucket 🪣
A lot of change
.
I added a top bar to with the option to export the tile in .bin & .c 
For the top bar I had the idea of using muda but it just a complete mess on macOS and over kill for what I wanted to do so i just use the eframe equivalent ![]()
I also added icon to replace the old text.
Wow exaclty one hour
Now the tile can be exported !
Understanting the Gameboy way to read tile was so hard that I started to write my own docs 💀 .
In this devlogs the important part is just to know that now every tile can be exported in a .bin (later I will do a .c/.h like GBTD)
I added a LOT of thing (i think…
)
. I added all the basic tool for pixel art (for the gameboy).
Here is a list :
I also added a new RGB palette to get the classic green one and the gray one 
(I also did fixed some little bug with the UI and the canvas)
Little update here
. I added some new things
. I added the color selector ! Also some shade indicator for the left and right mouse button, since in the color selector you can change the color for both. (They even got there own little outline
)
1st devlogs
. Right now I added the very basic feature, the grid with draw and erase. You can draw in dark grey with the left click and erase (paint in white) with the right click ! 