On Sat, Jan 23, 2010 at 05:25:28AM +1300, Ralph Versteegen wrote:
> 2010/1/22 James Paige <[email protected]>:
> > On Thu, Jan 21, 2010 at 02:01:34PM +1300, Ralph Versteegen wrote:
> >> 2010/1/21 James Paige <[email protected]>:
> >> > On Thu, Jan 21, 2010 at 11:46:48AM +1300, Ralph Versteegen wrote:
> >> >> The sprite editor needs to be updated to:
> >> >> -use Frames instead of the old modex crud
> >> >> -support 256 colour palettes
> >> >> -support resizing frames from within the editor
> >> >> -work on elements of SpriteSets instead of old-style frame arrays
> >> >> -completely decouple from the current spriteset browser, which will be
> >> >> thrown out
> >> >> -variable resolution support would be nice
> >> >>
> >> >> At least it looks like sprite_editor is already mostly separated from
> >> >> the sprite set browser, and everything is nice subified. But I don't
> >> >> know how to answer this:
> >> >>
> >> >> Would it be easier to make these changes incrementally, or to start
> >> >> from scratch and gradually update and move over components of the
> >> >> existing editor?
> >> >
> >> > Good question. I normally favor incremental cleanup, but I think the
> >> > sprite editor might be a case where we will be better off with a
> >> > rewrite.
> >> >
> >> > I was thinking about using a saved slice collection to re-impelement the
> >> > sprite editor's interface, but we don't have finalized slice collection
> >> > saving/loading support yet...
> >>
> >> Neat. That should mean automatic resolution independence as slices are
> >> aligned to the sides of the screen, right? I think that was the whole
> >> point of Seth originally using them in FMF.
> >
> > Speaking of resolution independance, what are your goals for that?
> 
> Honestly, just to do something interesting for a couple days. I'm not
> even aiming to finish this by the next release, although it's moving
> along well. Feeling a bit bored, I decided to start on a whole lot of
> big wishlist features at once. Haven't thought too hard about detailed
> goals for this. We could do with a Plan.

Fair enough :)

> > Some things you said earlier made me think you were talking about
> > changing the resolution while the program is running, which I am
> > uncomfortable with.
> 
> Yes, but only in certain circumstances:
> -running/quitting a game

That make sense.

> -menus in Custom which have been written to handle it (and if they can
> handle it, it would be nice to keep the ability to resize the window
> as you can currently do with !+r. It seems that this is actually
> pretty easy to do if you plan ahead. However, adding the same
> resizability to all the other backends will probably be
> hard/impossible. But that doesn't matter, it would only be an optional
> feature anyway.)

Like for a bigger map editor, right?

> Changing the resolution in the middle of a game is just for debugging.

Okay, that is good. My main concern about that was that resolution 
changing can wreck havoc with full-screen mode, even between 
well-supported resolutions.

> > I am also worried about large resolutions, because those could become a
> > problem on some platforms that I would like to target in the future. For
> > example, iPhone has a max rsolution of 480x320 in landscape mode
> > (although it might have some hardware scaling support that would
> > midigate that) and the Wii has a max resolution of 640x480 (I think).
> > Also, the max resolutions on android phones seem to vary, but are still
> > pretty low compared to desktops. Are we going to choose a maximum? If
> > so, what should it be, and how do we handle platforms that can't support
> > it? (Maybe in Custom, on the screen where you choose your game's
> > resolution, it could show a list of supported platforms capable of the
> > resolution you requested?)
> 
> That is exactly what I wanted to do.
> I think that if someone has a good reason to use a higher resolution,
> we shouldn't really set an artificial limit preventing it. They would
> know exactly they're giving up in exchange (though it would help if we
> actually had ports to some of these platforms :).

Yes :)

"Warning: Your chosen resolution of 800x600 will prevent your game from 
running on certain platforms... hypothetically in the future probably"

> >> > And I haven't worked on slice collection saving and loading because I
> >> > haven't heard any agreement on declaring the RELOAD format stable or
> >> > not.
> >> >
> >> > (Incidentaly that is the same thing that is stopping me from working on
> >> > the new SAV format and working on the Editor Editor)
> >> >
> >> > ---
> >> > James Paige
> >>
> >> I'm pretty sure that the file format and loading/saving functions is
> >> done. What's not is some of the rest of the API (particularly RPath?).
> >> I don't know if this is actually a problem. Whenever I have an excuse
> >> to use RELOAD (which was going to be for the new map format, but
> >> that's stalled due to lack of feedback), I'll just finish off bits of
> >> RELOAD as I need them. Also, the TODO list on RELOAD page on the wiki
> >> looks out of date.
> >
> > Ah, okay. Well, as long as the core format and the saving and loading
> > are stable, I can start working with that. I don't actually undertsand
> > RPath well enough to know whether I would want to use it :)
> 
> Well I imagine that RPath would be the main way to find something in
> an RELOAD document. I guess its not so necessary if you're processing
> the whole thing.

So is RPath just a way of asking for the node at 
/Nodename/Nodename/Nodename ?

---
James Paige
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