Closed GoogleCodeExporter closed 9 years ago
Yes, that's likely the most important missing features in GrafX2. They'll come.
I
have little free time right now (studies, summerjob, and some other personal
projects
running around), but Yves is still busy improving GrafX2, so likely they'll get
in
someday :)
Original comment by pulkoma...@gmail.com
on 25 May 2010 at 6:46
Hi, just managed to build the source. If I have some time later, I'll try making
myself a bit more familiar with it and then maybe implementing this and that.
Original comment by fallenbl...@gmail.com
on 26 May 2010 at 6:19
Start of discussion on Tiling is in Issue 195. The system described by iLKke
looks
very tempting, but it puts a lot of constraints. I still haven't found a way to
code
it that wouldn't make it difficult for future development.
Until we implement something, you can check the trick I describe in comment 6 of
issue 195. One advantage is that you don't need to reserve a whole page for it,
you
only need a bit of room in a corner of a page. This way you can keep other
graphics
nearby, to help consistency.
Issue 274 is about symmetry, maybe they are linked... Deluxe Paint had them as a
single tool; I can't think of a case where you'd need both at the same time;
and if
we can manage to implement them both with a single system, the loss of
performance
may be less important than if we code them independantly of each other.
There's the issue of clipping: All drawing tools are clipped to the visible
image,
with the only exception of "Adjust" (scroll) and "Color Replacer" tools.
- If tiling mode has clipping, it will look ugly when you edit a large carpet of
tiles and some parts are left unchanged.
- If tiling mode has no clipping, we need to add a clipping check at the pixel
level,
in the pixel drawing engine, and this is sometimes called hundreds of thousands
of
times per second. This will reduce its speed even when you don't use tiling
mode :/
Original comment by yrizoud
on 26 May 2010 at 9:28
Maybe only a small sidebar/frame/floating window containing a 3x3 preview? It
could
also contain a tileset when needed, or the frames of an animation, etc.
Original comment by fallenbl...@gmail.com
on 26 May 2010 at 12:00
We can't implement floating windows at all during drawing. (All GUI is coded
from
scratch)
The idea of a new frame is interesting, I wouldn't have thought of that.
However, I
find it doesn't fit well with the current views : Sometimes you need a normal
size
preview to check that no unwanted "pattern" appears; other times you want to
study
the "seams" closely, so you need it zoomed. And when you have such view that
occupies
your work space, you'll want to draw on it directly, just like you can draw on
normal
and zoomed view, and get immediate feedback. So in the end, you will still need
a
mode where you can both see the repeating tile, zoom and pan it, and draw on it.
Original comment by yrizoud
on 26 May 2010 at 1:12
I was thinking of something along the lines of this (sorry for the lousiest
mockup
ever, I'm not quite sure how to take a good screenshot of grafx2)
The "..." buttons would show windows containing respective options - things like
zooming, number of tiles in the preview. Of course, based on user demand and
common
sense, some of the options would probably get out of the options windows and
onto the
sidebar itself. I forgot to make room for scrollbars and so on, but I hope you
get my
idea. The same basis could be used for animation frames, too.
What bothers me the most is the storing of data for tilesets/spritesets. The
user
could input tile width and height every time, but if we decide to have things
like
sprites of different sizes in the same file, it would get messy. Metadata?
Original comment by fallenbl...@gmail.com
on 26 May 2010 at 3:53
Attachments:
I think when you enter tile-drawing mode, tiles should replace the palette so
you
can pick them easily from there. If you don't want to touch the palette, it can
also
be done as a strip-bar like layers (a 16px tall one), displaying a set of tiles
on
the right and some info on the left. Only the 16x16 topleft (or center ?)
pixels of
each tile would be displayed (or a scaled version ?)
As for storing, each tile can likely be stored as a frame in a gif file.
I think we have to separate the process of building tiles from the one of
putting
them together. Building a scene with tiles is easily done with the grid mode,
if you
ease picking tiles (capturing them with the lasso will quickly get boring).
Unless
we allow to use the lasso singleclicking any grid area to capture a whole tile
?
Then you can load your tileset as sparepage and switch to it to pick tiles and
put
them inside the real picture.
When drawing the tiles themselves, it would be nice to have all the tiles in a
single file; but this may be as frames in an "animation". Then, it's only a
matter
of duplicating the picture in the viewport instead of filling it with black for
a
start.
Original comment by pulkoma...@gmail.com
on 26 May 2010 at 4:58
Yes, I am talking only of building the tiles - but viewing them as frames in an
animation is a completely different approach from what I was thinking, as I
prefer
having all the tiles in a single continuous image, quite like in my mockup, and
I
think this is the general approach. So having tiles stored as frames in an
animated
gif then putting them back together again while editing would be overkill. I am
also
against changing the workflow by creating a dedicated tile editor. I believe
the tile
editing facilities I described would fit right in, as I think that changes
should be
as unobtrusive as possible. I'm currently working on a small patch concerning
brush
stretching - when that's done, I'll try and implement a rough sketch of how I
see
stuff working.
Original comment by fallenbl...@gmail.com
on 26 May 2010 at 5:27
I'm not sure about a vertical sidebar, it would take quite a lot of code,
create
problems with the zoom area management, and likely break some other things.
Also, it
takes 48px at least, that's 15% of the screen in 320x200 mode, quite a lot. In
your
mockup you used 1x1 pixels while the menu is using 2x2, so you think you have a
lot
of space available, when in fact you don't.
I think when drawing tiles, you actually WANT to draw on a 3x3 grid filled with
the
tile. This make it possible to have it tile perfectly without even noticing.
And I
still think it's better to do it in the picture area.
Well, I won't force you if you write the code yourself and apply the patch
anyway :)
Original comment by pulkoma...@gmail.com
on 26 May 2010 at 5:42
Yeah, there's a lot to be considered (: I do keep in mind that the sidebar
would have
a lot less space available, it's just that I couldn't be bothered to draw it
accordingly :D I get your point about drawing on a tile grid, and will see if I
can
come up with something to combine our ideas (:
On a side note, why is the interface always drawn in 2x2 pixels? We could
implement
pages in the menu, so that in 2x2 mode page 1 would what it contains now, and
page 2
- more advanced functions which would be generally switched more rarely, e.g.
tile
management, maybe the FX moving there to free space for some new tool on page
1; and
in 1x1 mode both would fit in a single page. Still, this would all be quite a
big
change, if not too big. Just mentioning it as an idea (:
Original comment by fallenbl...@gmail.com
on 26 May 2010 at 5:57
It's not actually always 2x2, there is an autoscaling system. The idea is we
need to
be able to run on a 320x240 screen, like on the gp2x.
The windows don't adapt to the screen size for a simple reason : it's painful
enough
to layout them and write the event loop for static windows like this...
Original comment by pulkoma...@gmail.com
on 26 May 2010 at 6:04
Original comment by pulkoma...@gmail.com
on 9 Aug 2010 at 9:43
Original comment by pulkoma...@gmail.com
on 22 Aug 2010 at 1:39
Original comment by pulkoma...@gmail.com
on 22 Aug 2010 at 1:39
Original comment by pulkoma...@gmail.com
on 22 Aug 2010 at 7:08
Original issue reported on code.google.com by
fallenbl...@gmail.com
on 25 May 2010 at 3:58