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Messages - dagondev

#1
Everything REXPaint / Re: Showing selected glyph id
March 30, 2017, 02:23:20 AM
Nice idea! Thank you yet again, working as intended.
#2
Everything REXPaint / Re: Showing selected glyph id
March 28, 2017, 02:00:40 AM
Well, considering you show information about colors in info dialog, when hovering over color in palette... even the first option wouldn't be bad.

Anyway, any option atm will be massive improvement. :p Right now I have SadConsoleEditor open to check for sprite id...
Will patiently wait for something. :)
#3
Everything REXPaint / Re: Showing selected glyph id
March 26, 2017, 11:31:57 PM
Oh right. I would see temporary solution like this: still use info dialog space, but show glyph for current x,y. (so it will be correct information) Downside is that you need to put glyph somewhere to see what it id is, but as for now it will be more than enough. Also its not like you need to remove this information later as we can have both - when you do that properly.

If you could do stealth release with that I would appreciate it. :)
#4
Everything REXPaint / Re: Own extended font
March 26, 2017, 12:43:36 PM
Bump, also interested.  ;)
#5
Everything REXPaint / Showing selected glyph id
March 26, 2017, 12:42:33 PM
Hi,
I really miss ability to look what id (ascii number) is for currently selected glyph. Could be placed in the info dialog between resolution and current x,y.
#6
This competition is a great idea, looking forward to it (you know, instead working on a game ;))
Spoiler

Thanks so much for help with automoderator!
[close]
#7
So I needed you to show me I got unanswered question (didn't get notification), thanks. Shame on me. Yeah, I try to stay away from jumping on another project, which is why I say about another mockup... I just love thinking about this stuff and it's difficult for me to not wonder about design of games.
#8
Thank you.

It is a loose idea atm, but if I figure out how typical mission would look like I may create another mockup for it.
#9
As today I found out about Uplink OS, mod that totally overhaul visuals of old hacking game - Uplink, I started thinking about making roguelike hacking game with pure ascii.
Was toying around idea that true hacker wouldn't use mouse and would do everything in terminals. ;) Using this screenshot as a guidance what look to achieve I started sketching:

http://media.moddb.com/images/mods/1/30/29020/HUD_Windows.png

At this is my creation:



Idea is to always use 100% of screen space and just dock and resize windows till you get your fav. layout while using shortcuts as we all do when using our favourite apps.
#10
Everything REXPaint / Re: REXPaint questions/bugs?
October 21, 2016, 12:39:26 AM
Working! Thank you!
#11
Everything REXPaint / Re: REXPaint questions/bugs?
October 20, 2016, 12:53:57 PM
I can't copy anything from locked layer, which looks to me like a bug.
#12
Everything REXPaint / Re: More layers than four?
June 30, 2016, 10:54:20 PM
Awesome, thank you!
#13
Everything REXPaint / Re: More layers than four?
June 30, 2016, 11:37:42 AM
Wow, you are really determined! :p
Please, take care of yourself and allow yourself some rest. :)
#14
Everything REXPaint / Re: More layers than four?
June 30, 2016, 10:35:58 AM
Quote from: Kyzrati on June 30, 2016, 09:14:41 AM

I'll look into it today if I have time, since I'm on vacation, but if it's not something I can do from here, then it would still be a long wait because I'm going to be behind on Cogmind work when I return and therefore focused on that for quite a while :/

Nah, enjoy your vacation, please. I will patiently wait then, I have other things to tackle it as well so no bigges.
#15
Everything REXPaint / Re: More layers than four?
June 30, 2016, 08:42:55 AM
Kyzrati, do you see posibility to allow for some more layers, by guerilla style? Like layers from 5-10 only accessible via keys and listed in manual only. I really like your last addition in that way and I seriously feel limited by only four layers.

Thank you.
#16
Quote from: gumix on June 15, 2016, 04:35:37 AM
I'm glad you liked the old one, and I hope the new one as well, thanks!
Yeah! Although first had feeling of hard cover, the second one is better. :)
#17
Quote from: gumix on June 07, 2016, 12:37:30 PM
It's me again, made a mockup of a gadget for my game tutorial.
Statistical player can't remember 5-keys controls, so I need a way to force him to use it for a while until real game-play begins.
Player needs to pass a 'safety check list' :)



Wow! That is great animation! Kudos for that.
#18
Yeah, somehow still had old exe, thanks! Feature is awesome! ^^
#19
I tried using "unlimitedFontSize" by adding it to the cfg like this: "unlimitedFontSize=1" but RexPaint is ignoring it and remove this line from cfg when exiting app. Am I doing something wrong?
#20
Quote from: luizbills on May 10, 2016, 10:26:34 PM
A mobile game mockup

Very clean design! One thing I would add is to strech those hp/mana/end. bars more to use all space, unless you want to have it for something other than that. Really like those icons. :)
#21
Oh you are right... I forgot about this. Well it isn't that important like the other stuff.
#22
Awesome. looking forward to it.

And option to allow rexpaint restart after resizing image is out of question?
Your recomendation is very hacky, but if nothing can be done, then so be it.
#23
Quote from: Kyzrati on April 21, 2016, 09:47:45 PM
Looks good! (Although why do you use jpgs instead of just ctrl-e to export the png? Then it's both lossless and the file size is still tiny due to its ASCII nature and RLE.)
You are right, dunno really. Replaced image from my post to not clutter thread with same image 3 times...

Quote from: Kyzrati on April 21, 2016, 09:47:45 PM
Quote from: dagondev on April 21, 2016, 11:24:40 AM
I feel very limited with 4 layers, especially when I try some animating.
Mostly waiting for modular GUI (would like to position/ remove specific parts myself) and ability to use bigger font for a while (changing with mouse scroll) even if resolution is too small for this (so I can work on specific detail). Will check command list thoroughly then. :) I think someone in another thread mentioned using custom fonts (more chars) which would be very awesome.
Ah okay, got it. Those are all previously requested things I'd like to work on (except for fonts too large for your desktop--I can allow you to override the window size restrictions for special purposes, but it would be difficult to edit since the window would be larger than your screen).
Yay. I would really like this override. I understand it would be difficult to edit, but I dont't mind, pros outweights cons for me. There is a shifting already, happy I checked manual already :D, so it is a matter of picking specific glyph before switching to big font. Thank you in advance! :)
Also would like to see REXPaint have option to automatically set size of its canvas to size of current image.
Quote from: Kyzrati on April 21, 2016, 09:47:45 PM
Yeah, the /r/roguelikedev SS is better :D
Thanks. :)
#24
Quote from: Kyzrati on April 11, 2016, 08:52:48 AM
Ah okay, I'll replace it when you want since it's already there, heh.

Big update? I don't have a big update, scheduled or not ::). It's quite likely I won't have time to do a big update until next year xD

True there are a lot of things hanging out on the todo list, but not much in the way of essential stuff, since the editor's pretty feature complete as is, at least in terms of the original goal (hence 1.0 ;D ). (Also, be sure to check the manual's command list since there are a lot of features there you won't see in the program itself.)

Is there something specific you're looking for? I don't recall any feature requests from you before. When I reach a critical mass of simple-to-implement stuff from active users I'm happy to make a smaller update, so let me know if there is anything.

I tried to add map drawn on this piece of paper, but couldn't do it in a way that wouldn't clutter whole image too much. Too low resolution for such details.
Anyway this looks like 'final' form

Thanks! Sorry for long time to respond, can't stop playing DS3.

I understand, but I can't help to be sad about this. I feel very limited with 4 layers, especially when I try some animating.
Mostly waiting for modular GUI (would like to position/ remove specific parts myself) and ability to use bigger font for a while (changing with mouse scroll) even if resolution is too small for this (so I can work on specific detail). Will check command list thoroughly then. :) I think someone in another thread mentioned using custom fonts (more chars) which would be very awesome.

P.S. It just occurred to me that you asked me way before to post on Sharing Saturday on roguelikedev subreddit, not gamedev. Will post there in the next week then. :)
#25
Thanks! Let me finish this first though. Will submit when I'm done.

Project is going good, but slow, will release first binaries in the next month. (Dark Souls 3 is coming out today, so I will be off for some time :D)
Thanks for interest.
Still using your editor and I am happy with it alhough the longer I use it the more I wait for this big update you have scheduled. Any info on that?