AdamStrange

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  • in reply to: Mark: 2 additions added to git repo #4400

    AdamStrange
    Participant

    can’t get that to work. To be honest it feels more like a kludge?

    It is much better to have a simple command:

    method WindowResize( x:int, y:int, width:int, height:int)

    I don’t need to know about ‘frame’ I just need to know I want to Resize the Window. which is how the os deals with stuff, the event system, etc, and other languages!

    in reply to: Mark: 2 additions added to git repo #4396

    AdamStrange
    Participant

    Frame won’t change the bounds it will however change the position of the window!

    There is also no reference to frame apart from a single line of (not) help text!

    So Frame is basically not documented and doesn’t operate as it should either!

     

    My addition stands.

    in reply to: Asteroids remake #4381

    AdamStrange
    Participant

    Here’s the complete vevtor2d class

    This has all the code for loading saving and drawing a single object

    internally it is a single float array so that it can be passed directly to mojo.canvas

    it also supports filled polygons, but not proper ones with concave parts – just the default mojo.poly

    in reply to: Asteroids remake #4360

    AdamStrange
    Participant

    nice and simple:

    here’s the individual routines

    and the packed ones:

    in reply to: Asteroids remake #4340

    AdamStrange
    Participant

    (not)particles complete, stars complete, vector text complete,

    Starting to look not too bad….

    in reply to: Asteroids remake #4308

    AdamStrange
    Participant

    Hi Matthew

    Heres a couple of shots for you showing vector editing built directly into ted21 (which isn’t quite as dead as I would have thought)

    Also basic app showing loading of the single vector asset (packs the vector shapes into a single file).

    full rotation/scaling of vectors fully supported.

    automatic bounds update and basic entity system complete

    I’ve got boundsPoint and polyPoint collision implemented as well as bullets. No need for particles as I found a sneakier way of doing them…

    Just writing a quick vector font system – using the same vector library

    in reply to: Ted21 Dead #4287

    AdamStrange
    Participant

    thanks guys – i’ll keep you posted

    in reply to: Asteroids remake #4239

    AdamStrange
    Participant

    ok. All working and operational now.

    I’ve added list reordering, just drag and drop for new order

    Added stuff like undo, select all, etc

    undo just really undoes the lat dropped point, but it will work with pre loaded vectors too!

    the eyes now function, so if you click an eye, it will show the ghosted version in the drawing area

    Here’s the last shot of this in stand alone app form. next up will be to integrate it directly into ted21

    P.S. fast loading and saving of binary format too.

    As Dmaz said above. any opened vector objects automatically save as they are documents 🙂

    in reply to: ProgressDialog useless ? #4226

    AdamStrange
    Participant

    another way would be to show (some form of dialog/progress control)

    update it after each load.

    so for 10 loads you would be advancing at 10% after each load

    in reply to: Asteroids remake #4221

    AdamStrange
    Participant

    good points 😉

    in reply to: Asteroids remake #4198

    AdamStrange
    Participant

    Here’s a quick look at things with new images and left list operational.

    You can see I’ve got for clarity and simplicity. in essence you just create a whole block of ‘vector’ objects that can simply be rendered onto the screen. use multiples for different versions, use other as poly collision, etc. All wrapped up in a single unified UI.

     

    Still doing debugging and finalising, but coming along 🙂

    in reply to: Asteroids remake #4147

    AdamStrange
    Participant

    the collision is an interesting point. I was thinking of having bounds, box, circle, triangle and poly as collision.

    I’ll get the basic system operational first 😉

    quick shot of progress so far with placeholder buttons and left view (the browser will live on the left)

    in reply to: Asteroids remake #4129

    AdamStrange
    Participant

    Wiebow definitely a good idea. I’d love to get something that is open and what people want 😉

     

    All basics now complete:

    drawing, moving, selecting, moving and zooming the page

    in reply to: Asteroids remake #4123

    AdamStrange
    Participant

    yep, that’s what I thought. I’m working on the selection stuff at the moment.

    It looks to me that a vector is a single line, so to construct something move complex would require multiple lines, which requires some form of grouping system.

    What I thought with that is: each vector appears to the left in a sort of directory. Just select multiple entries to make an object with many lines. it would also mean you can have layers and onion skinning, etc

    in reply to: Asteroids remake #4120

    AdamStrange
    Participant

    I’ve had a brief look over the code – thanks for that by the way

    I particularly liked the general concept of the points being stored then rotated, scaled as needed into a new entity – this is exactly the same concept I’m using, so I must be on to something.

    Here’s a very early dev shot of the 2d vector editor. I decided to make it look a but different from the usual dark ui so you have no doubt what section you are dealing with. Also the points snap to the lines so no floating points. Again I think this is the best way to do this as it allows very tightly aligned objects

    UI elements will be added above the magnify icons (like pen, move, select, etc). The ui is in keeping with the ui I created for viewing images, so there is a consistency across everything

Viewing 15 posts - 421 through 435 (of 648 total)