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Comments (18)

GoogleCodeExporter avatar GoogleCodeExporter commented on July 26, 2024
The code is pretty much ok now. 

It would be great to get the empty slot graphics and the empty slot outlines on 
-000.png to adhere to the red limits that are shown on the attached picture!

Original comment by [email protected] on 9 Dec 2012 at 5:02

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GoogleCodeExporter avatar GoogleCodeExporter commented on July 26, 2024
The code is pretty much ok now. 

It would be great to get the empty slot graphics and the empty slot outlines on 
-000.png to adhere to the red limits that are shown on the attached picture!

Original comment by [email protected] on 9 Dec 2012 at 5:02

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GoogleCodeExporter avatar GoogleCodeExporter commented on July 26, 2024
Wonderful work on the ship outfit so far!
In revision 626 this is what I have left so far, from what I can see from the 
windows recompile I have (not sure if it has the latest changes).
See Capture:
A: Ship title is a bit too high so it's stuck on the blue border. Needs to be 
moved a few pixels down
B: Still unclear / incoherent logic with when some empty slots have a blue 
square border, when they have a dark blue rounded border, or when they have 
none (compare with the last slot at the rear of my flagship in this capture).  
Also, the dark blue border can still be seen under the graphics for the filled 
up slots in the upper view: why is that? See the high efficiency fuel module or 
the guidance system module, for instance. Why not simply remove the border when 
the slot is filled up?
C: The point laser defense system module is too big vertically, it overlaps 
over the turning jets below. And when it is removed, it is not fully deleted.

PS: should I submit these as new issues or continue with this issue?

Original comment by [email protected] on 10 Dec 2012 at 1:52

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GoogleCodeExporter avatar GoogleCodeExporter commented on July 26, 2024
And I forgot D in the capture above:
D: Blinking selection window not properly centered.

Original comment by [email protected] on 10 Dec 2012 at 1:53

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GoogleCodeExporter avatar GoogleCodeExporter commented on July 26, 2024
More small details to arrange in this capture: a glitch in the numbers for 
combat energy and some more issues with border around modules.

Original comment by [email protected] on 10 Dec 2012 at 7:22

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GoogleCodeExporter avatar GoogleCodeExporter commented on July 26, 2024
I've moved the ship title a bit lower - it should look cool now.

Yeah, this baby has taken a lot of work, but we're almost there!
Mostly it's just the empty slots that require attention (See the screenshot):

A) The top view empty slot is too tall and thus cannot be totally cleaned up by 
the code clean-up-routine. (See the black line under the crew pod. That is 
where the code now tries to erase the empty slot border.

B) Likewise, the sideview empty slot gfx is too tall. The sideview empty slots 
are separate .png files than the top view ones and should preferably be 
different height, since the top and side views of modules are of different 
height,

C) The defauly empty slots that come with the ship picture itself should 
preferably be rectangles instead of these convoluted shapes, and the same size 
as the empty slot gfx. If we want to keep these shapes, then the empty slot gfx 
should also have the same shape, and I'll have to rehaul the codebase to match.

D) The dot symbol in e.g. "combat energy" value should be a dot on the bottom 
of the text baseline, not a dot in the vertical middle.

Original comment by [email protected] on 12 Dec 2012 at 7:17

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GoogleCodeExporter avatar GoogleCodeExporter commented on July 26, 2024
I have started a new game for the final testing phase and I can see some last 
details to work on the outfit screen.

See capture:
A: The box around the front gun module on the top blueprint messes up the 
flagship graphic

B: Why are these slots showing a different graphic than all the others? They 
aren't special slots for gun either.  yet the box around it is higher and 
square and has a different color on the top blueprint and a different skeleton 
core in the blueprint below.

C: The last slot is a guns lot, it should show the cyan border rather than the 
blue border.  

On the next capture - D: I then added a module to the area that had the blue 
square (see capture). The box is not fully erased and another one is drawn next 
to it.

Original comment by [email protected] on 25 Dec 2012 at 4:23

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GoogleCodeExporter avatar GoogleCodeExporter commented on July 26, 2024
The player is gonna see a lit of the outfit screen. So it should be as bug-free 
as possible. High priority.

Original comment by [email protected] on 25 Dec 2012 at 2:23

  • Added labels: Priority-High
  • Removed labels: Priority-Medium

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GoogleCodeExporter avatar GoogleCodeExporter commented on July 26, 2024
Damn. That was A LOT of work. 
Good news: graphics should all be done. 
Bad news: .ANI file is all wrong now.  
Really Bad news: Much more work for you Jaakko (or oldlaptop).

Since the modules and the sled legs get in the way, I've added new outfitmodule 
graphics. Blank modules for the front two and back two slots.  Otherwise you're 
going to get a black screen covering up the legs.  That will require a lot of 
programming though.
All modules are 47 pixels wide, and the same height to make things as easy as 
possible.

Also attached .PSD files. It may help if you just need something moved by a 
pixel or two. Everybody should be able to download and use Gimp or Photoshop.

Original comment by [email protected] on 27 Dec 2012 at 1:08

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GoogleCodeExporter avatar GoogleCodeExporter commented on July 26, 2024
Ok, the new coding is pretty much done. New graphics adjustments still needed:

A: Point defense module is not centered correctly.

B: Neither is dynamo's top view. (Also other modules might need readjustment, 
haven't tested other than thses and the basic fuel tank which is ok).

C: The empty slots' front ship parts don't go properly to their place (but this 
might be better to fix by coding, since it seems that the front empty slots in 
this screenshot are too far behind.)

D: Hellbore cannons are centered too high - they aren't erased when removing 
them.

E: The empty slots' border should be pixel-perfectly at the same height. 
Otherwise there are gonna be left-over pixels that aren't cleaned up and will 
look nasty.

Original comment by [email protected] on 28 Dec 2012 at 7:02

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GoogleCodeExporter avatar GoogleCodeExporter commented on July 26, 2024
I don't see a problem with E.

Original comment by [email protected] on 29 Dec 2012 at 6:57

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GoogleCodeExporter avatar GoogleCodeExporter commented on July 26, 2024
You're correct about E. I thought the blue and cyan bottom lines were 1 pixel 
off, but they weren't. I guess I didn't see it because the blue is so dark that 
it wasn't properly visible. So strike that one off.

Original comment by [email protected] on 29 Dec 2012 at 12:26

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GoogleCodeExporter avatar GoogleCodeExporter commented on July 26, 2024
Yet some more issues:

F: The "No room for landers" and escape pod graphic is miscentered. Its 
centering is totally controlled by .ani, not code.

G: Putting a module in the frontmost slot creates a black space which is drawn 
on top of the ship's leg. The fueltank seems to be centered pretty low in the 
.png so I'm not sure if this is a coding or graphics issue. Better make the 
lower part of the module graphic transparent anyway (or assign black as 
transparent in the .ani).

H: The frontmost cyan line of the frontmost empty slot (in outfit-000.png) 
should be some (6 to 8) pixels to the left. Otherwise the modules are not drawn 
over it and it's not cleared.

Original comment by [email protected] on 29 Dec 2012 at 6:29

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GoogleCodeExporter avatar GoogleCodeExporter commented on July 26, 2024
About G: The .pngs DO require transparency for their lower part - see the 
screenshot. The frontmost fuel tank png draws a hole in the ship leg.

Original comment by [email protected] on 29 Dec 2012 at 6:39

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GoogleCodeExporter avatar GoogleCodeExporter commented on July 26, 2024
1. I don't get the NO ROOM FOR LANDERS graphc :(
2. I've set the transparency for the lower graphics.
3. I've changed the .ANI files.  Jaakko, I think I've hit the limits of what I 
can do, I think I'd need your help to improve it any more. Just tell me what 
you need, and I'll provide it.

Assigning back to Jaakko.

Original comment by [email protected] on 29 Dec 2012 at 9:10

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GoogleCodeExporter avatar GoogleCodeExporter commented on July 26, 2024
1. You get the "no room for landers"  message once you have the utwig bomb 
installed by Chmmr. Any way, you can center the outfitmodules-055.png by trying 
and aligning the png in photoshop on top of outfit-000.png, and then inputting 
the coordinates to outfitmodules.ani.

2. I'll have to double-check, but the transparent bottoms now might mean that 
some of the old module is left visible when installing a small one, e.g. 
dynamo... but that's totally my problem, which I'll fix promptly :) Thanks for 
modding the transparencies.

3. The centerings seem to be ok.

Now there's just one more thing:
The hellbore cannons' "ship structure" is now too low - that one module graphic 
needs to be changed. Then, I think, this hellish outfit issue can finally be 
laid to rest... *crossing fingers*

Original comment by [email protected] on 29 Dec 2012 at 10:46

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GoogleCodeExporter avatar GoogleCodeExporter commented on July 26, 2024
Done. Or, at least as done as it will be in this release :)

Original comment by [email protected] on 30 Dec 2012 at 12:40

  • Changed state: Fixed

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GoogleCodeExporter avatar GoogleCodeExporter commented on July 26, 2024
It's great! Verified.

Original comment by [email protected] on 30 Dec 2012 at 10:43

  • Changed state: Verified

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