Around 15 years of age I had a friend who also wanted to make games for a living. We alternated between writing the required tools to create assets, and writing games themselves.
E (for editor) was the first somewhat serious graphical editor I decided to write. I did so on and off in 1996, over the course of a few weeks. It was meant to work with the fixed palette I used within my video libraries, which essentially used 216 colors (6 possible color depths for each of red, green, and blue), along with a transparency key. It supported the following features (more or less going off memory and a few minutes using it again to record the following video):
E (for editor) was the first somewhat serious graphical editor I decided to write. I did so on and off in 1996, over the course of a few weeks. It was meant to work with the fixed palette I used within my video libraries, which essentially used 216 colors (6 possible color depths for each of red, green, and blue), along with a transparency key. It supported the following features (more or less going off memory and a few minutes using it again to record the following video):
- individual pixel drawing, lines, rectangles, and ovals (no fill - that would come in a later iteration of the program)
- many methods to pick colors:
- a full-screen palette
- a mini-palette (full green-blue spectrum for a given red value)
- red-green-blue level pickers
- smooth shading gradient swatches; the user set either end of a gradient and the editor computed the intermediate colors
- a console to enter commands (file-related, tool selection, running effects, etc.)
- rectangular area selection
- many effects like blurring, sharpening, adding noise, tinting, etc.
- a snazzy windowing system
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