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Trimod Editor Displaying 1-8 of 8 total.
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zaril
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Progress Screenshot:A Sinewave in the Trimod EditorAs you can plainly see, the trimod editor handles a few things already and I know that I can't possibly get all the suggestions until people have tested it around, but I want to have a chance of implementing things people think should be in there.
Current Features
Appearance:
+ 10+ Backgrounds to Change Between
+ Randomize Button for Menu Colors
+ Menu Lucency Bar
Trimod Manipulation:
+ Move Vectors with Mouse/Keyboard
+ Viewlock Locks Zoomed View from Scrolling
(keep it from automatically centering on the
vector you are moving)
+ Toggle Trimod Shadows On/Off
Functionality:
+ Serie Names
+ Amplitude (Max X and Max Y) for each Serie
+ Split Trimod (to create a vector)
+ Merge Trimod (to delete a vector)
Current Limits:
+ 100 Trimods (Vectors) per Serie
+ 255 Series
Library:
+ SerieID GetSerieByName(string SerieName)
+ int GetRange(int SerieID, int Start, int End)
+ int GetValue(int SerieID, int X)
To be Implemented or Thought of:
Appearance:
+ Grid Toggle
+ Hortizontal/Vertical Guide Lines for the
Vector you are moving.
Functionality:
+ Template Graphs
(being able to load a template serie you
can manipulate)
+ Cut/Copy/Paste-serie Functionality
Anyway, back to coding. If you have any ideas, do tell.
Posted on 2004-10-19 14:46:10
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Sungam
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Well, while it does seem a bit against the idea of having Trimods to begin with, I still think it'd be pretty neat to be able to input a function (y=2x+1 for a simple linear graph, for instance - I'm not smart enough to think of something horribly advanced, to insinuate that it'd be nice if it could do advanced stuff, too; somebody cover for me!) and have it plot in a Trimod automatically.
Shouldn't be too hard, at least for the simple graphs.
EDIT: Also, if it's at all possible to expand on the limitation for number of vectors (I'm assuming that represents 'levels', but I could have been confused along the way), I think that'd be a good idea. While most games tend to max out at level 99, Disgaea comes to mind as a very fun game that just keeps going.
Not high priority or anything, but you know, if it's possible.
EDIT2: Yes, I'm talking to myself now. I just realized that vectors probably don't represent levels, but simply where the graph 'bends'. Maybe I'm wrong again. If I keep editing and make a new guess, maybe I'll look smart at some point.
Less of a need, then, though it'd still be nice - especially if you intend to include the above-mentioned function input (that, or live with quite a bit of inaccuracy in some cases).
Watch me edit this post again real soon. Just watch me.
Posted on 2004-10-19 18:32:55 (last edited on 2004-10-19 18:38:32)
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zaril
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Functions
Oh yeah, I forgot to add that to my 'Thought of' part, because I've thought about it, but the templates will hopefully cover most of the templates and you won't need to write any functions.
Max Values
The graph ranges from 0% to 100% for both X and Y. Now how will we utilize this? Well for instance say that you choose to use a level ranging from Level 1 to Level 255 and you want to raise a value from 20 to 500.
You set the graph YMax to 480. That means that 100% (vertical top) on the graph will represent value 480. (those 20 points are constant, which means you can keep track of that yourself on your side of the code)
You set the graph XMax to 255. That means that 100% (horizontal right) on the graph will represent 255.
You can decide what numbers you're dealing with, but the 1/4th 'precision' sort of makes it less awesome when you come to large numbers because you only have a spread of 400 values for any YMax (meaning, you can only get 400 different answers out of one YMax, note that this doesn't prevent you from using high values). I might upgrade it to 1/10th precision, which enables a spread of 1000 values and a Zoom x10 factor.
Posted on 2004-10-19 19:19:08
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zaril
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Refererring to this Screenshot
I've pulled two logs out from some GetRange functions. The first one is basically pulling the increase 10 degrees at a time from the sine graph. The second log is 45 degrees at a time. As you see, the results both end in 500 which is fully correct, since the max Y value in both tests are 1000 and since it ends in 50% it should give you 500 as an answer.
In this example what you'd call levels is now Degrees (in the log I've logged it as 'Angle') which ranges from 0 to 360. And Y varies from 0 to 1000. For the 'skilled' people in math Max Y in this case is simple Amplitude and Max X is the period.
We're learning a lot of trigonometry here aren't we?
10n Degrees Log
45n Degrees Log
Also, for those who fear Trimods, I will do my very best in trying to make an easy-to-understand manual/documentation that teaches you what you can do with the Trimod Editor. It really has some multiple uses for games. It could perhaps need one more push in the right direction, like having Float support, so that you could get more interesting answers as a result. Right now you're most probably best off using 10 times the max value you want and then split it by 10 on your side of the code.
More code and updates to come.
Posted on 2004-10-21 02:07:20
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zaril
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this is just a mock-up since there are no real functions to support these things at the moment. give it a while and it might just happen, anyway, three screenshots just showing the process of loading, at the moment, it loads a file called sinewave.trm, the rest are just fictional. You will be able to Import and Export a serie of trimods at a time, or Load and Save whole sessions, typically you'll use a Session-file (.trm) for your production, but if you want to Import/Export series, it will be possible. The only thing stopping Trimod Editor from being complete is that the file-functions need to be completed, and the user-functions you'll use for your game when using the .trm files.
Posted on 2004-10-23 16:27:20
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basil
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Though I will in all likelihood never end up using this particular device, it has to be said that the interface and overall appearance is >unbelievably< sexy
Posted on 2004-10-23 16:43:22
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zaril
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I'm glad to hear, I've been working my arse off to make it as non-sucky as possible. It's one of the reasons why I'm progressing rather slow on the whole thing, because I test everything in different layouts. I'm aiming to give that extra comfort no one takes notice off, but it's there and you'd be noticing it if it weren't there.
Even if no one uses the Trimod Editor, I'm learning things while making it. It would sort of be my first complete work for the community in something along 7 years, so I guess it counts for something. I guess it's sort of my reason to why I keep constantly updating even small changes to it, I'm rather happy about how it's turning out.
Posted on 2004-10-23 18:35:40 (last edited on 2004-10-23 18:44:27)
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Toen
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Three cheers for Varg!
Posted on 2004-10-25 07:51:55
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Displaying 1-8 of 8 total.
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