Thread: [Super-tux-devel] Level Editor Layout
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From: Ricardo C. <ri...@ae...> - 2003-12-29 21:06:40
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Hey guys, As I asked you before, what do you think that the level editor should look like? I was thinking in putting some buttons in the left (maybe 9), that could be pressed using the mouse or via keyboard shortcuts. One of the buttons would be a Plus that would allow users to select others tiles. I've just made in a hurry (using gimp) an image to show what I mean. Feel free to bash it, but please don't ;) View the image here: http://rpmcruz.planetaclix.pt/trash/supertux.png Good work, Ricardo -- People who make no mistakes do not usually make anything. |
From: Tobias <tob...@gm...> - 2003-12-29 21:13:23
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I'd like to see a sidebar, which doesn't mask the real "painting" area. It should be possible to press the buttons with keys (F1-F12 in example) or with the mouse. It would be cool, if you could select different paint modes. For example: Normal (like it is now), Rectangle , Circle, Line . Greetz... Tobias Gläßer Am Mo, den 29.12.2003 schrieb Ricardo Cruz um 16:10: > Hey guys, > > As I asked you before, what do you think that the level editor should look > like? > I was thinking in putting some buttons in the left (maybe 9), that could be > pressed using the mouse or via keyboard shortcuts. One of the buttons would > be a Plus that would allow users to select others tiles. > I've just made in a hurry (using gimp) an image to show what I mean. Feel > free to bash it, but please don't ;) View the image here: > http://rpmcruz.planetaclix.pt/trash/supertux.png > > Good work, > Ricardo -- |
From: Ricardo C. <ri...@ae...> - 2003-12-30 02:24:41
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Hello Tobias, Okay, I agree that the sidebar should be out of the real screen. About the= =20 keys, I would prefer 0-9, but maybe F1-F12 is better, since it would allow = to=20 have more buttons. But I did not understand what you meant with the different pain modes... Y= ou=20 are not talking about a built-in pixmap editor, are you? Or are you referri= ng=20 to selections? Selections could be usefull to delete a few tiles at once... Cheers, Ricardo Em Ter=C3=A7a, 30 de Dezembro de 2003 03:13, o Tobias Gl=C3=A4=C3=9Fer escr= eveu: > I'd like to see a sidebar, which doesn't mask the real "painting" area. > It should be possible to press the buttons with keys (F1-F12 in example) > or with the mouse. > It would be cool, if you could select different paint modes. > For example: Normal (like it is now), Rectangle , Circle, Line . > > Greetz... > > Tobias Gl=C3=A4=C3=9Fer > > Am Mo, den 29.12.2003 schrieb Ricardo Cruz um 16:10: > > Hey guys, > > > > As I asked you before, what do you think that the level editor should > > look like? > > I was thinking in putting some buttons in the left (maybe 9), that cou= ld > > be pressed using the mouse or via keyboard shortcuts. One of the buttons > > would be a Plus that would allow users to select others tiles. > > I've just made in a hurry (using gimp) an image to show what I mean. > > Feel free to bash it, but please don't ;) View the image here: > > http://rpmcruz.planetaclix.pt/trash/supertux.png > > > > Good work, > > Ricardo =2D-=20 Lift every voice and sing Till earth and heaven ring, Ring with the harmonies of Liberty; Let our rejoicing rise High as the listening skies, Let it resound loud as the rolling sea. Sing a song full of the faith that the dark past has taught us. Sing a song full of the hope that the present has bought us. =46acing the rising sun of our new day begun, Let us march on till victory is won. -- James Weldon Johnson |
From: Ingo R. <gr...@gm...> - 2003-12-30 22:14:35
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Ricardo Cruz <ri...@ae...> writes: > I was thinking in putting some buttons in the left (maybe 9), that could be > pressed using the mouse or via keyboard shortcuts. One of the buttons would > be a Plus that would allow users to select others tiles. Once real graphics are coming in you will have a real problem with just 9 visible tiles, so you better remove any border around them and pack them as close as possible, building 3 or 4 rows. Well, simply make it flexible so that it can be changed later, people might prefer using the editor in large non-game resolutions (ie. 1280x1024 etc) so not being too much fixed on any layout might be a good thing. Depending on what your goal is with Supertux (ie just fixup the current code a bit or create a Yoshis Island killer that people will remember in 10 years) it might be better to not do any quick ugly hacks to get the desired effects, but instead use one of the SDL-based GUI toolkits, which should make live much easier in the long run. Just as a source of inspiration a screenshot of my Windstille[1] editor: http://pingus.seul.org/~grumbel/tmp/windstille/screenshots/windstille_editor4.jpg [1] http://www.nongnu.org/windstille/ -- WWW: http://pingus.seul.org/~grumbel/ JabberID: gr...@ja... ICQ: 59461927 |
From: Tobias <tob...@gm...> - 2003-12-30 22:21:16
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Am Di, den 30.12.2003 schrieb Ingo Ruhnke um 17:14: > Once real graphics are coming in you will have a real problem with > just 9 visible tiles, so you better remove any border around them and > pack them as close as possible, building 3 or 4 rows. Well, simply > make it flexible so that it can be changed later, people might prefer > using the editor in large non-game resolutions (ie. 1280x1024 etc) so > not being too much fixed on any layout might be a good thing. > > Depending on what your goal is with Supertux (ie just fixup the > current code a bit or create a Yoshis Island killer that people will > remember in 10 years) it might be better to not do any quick ugly > hacks to get the desired effects, but instead use one of the SDL-based > GUI toolkits, which should make live much easier in the long run. Hi grumbel, I've already searched GUI-SDL toolkits at freshmeat, but I didn't find what I looked for. Do you know one you would call THE GUI-SDL toolkit? Greetz... Tobias Gläßer |