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Messages - Kyzrati

Pages: 1 ... 104 105 [106] 107 108 ... 173
2626
Everything REXPaint / Re: Zooming issues in REXPaint
« on: July 03, 2016, 08:47:07 PM »
@gumix: Yep, same engine, same issue. Changing the dimensions requires a restart. The alternative is to have an external script (or something...) that can be run to shut down the program and restart it with the new settings, but that's kinda messy.

@Qydra: Excellent! You'll find lots of features and explanations that are only in the manual, since the in-RP help is pretty minimal. Especially check the hotkey list towards the end, since that will give you an idea of functions that aren't listed in the F1 menu which might do something you need.

2627
Everything REXPaint / Re: Zooming issues in REXPaint
« on: July 03, 2016, 04:58:07 PM »
Dragging to resize isn't possible due to the architecture, no. And there's no bug there--it's working as designed. To see more of an image at once, use a different canvas size (possibly combined with a smaller font, if necessary), which you can set in the options menu (F2). As it indicates, restarting RP is required for a canvas size change to take effect. (Also know there are multiple methods for scrolling around images to see different sections of them.)

2628
Everything REXPaint / Re: mini-REXSpeeder for C++ v2
« on: July 03, 2016, 08:58:33 AM »
That's what I do :). And it has the advantage of providing positional data as well. So now we have 8 extra layers for that!

2629
Everything REXPaint / Re: mini-REXSpeeder for C++ v2
« on: July 02, 2016, 09:09:37 PM »
Right, I wanted to keep .xp files to the bare minimum of data so they're really flexible. It's basically like building a roguelike where the font you use is independent of the game data itself. Of course, as one user has requested it would be nice to have a variable amount of space in the header for optional meta data, but I don't really want to mess with the structure, so it continues to remain as it was years ago...

2630
Everything REXPaint / Re: mini-REXSpeeder for C++ v2
« on: July 02, 2016, 06:05:28 PM »
Ok, and how do you go from an integer index to a location in an arbitrary-sized sprite sheet? If the index is 300, it means very different locations for a 14x30 sprite sheet or a 100x200 sprite sheet...
Good question. My intent would be to keep it as it is now, simply handled in row-major fashion. Using the current layout as an example: 0-15 on first row, 16-31 on second, and so on.

Also, my guess is the future UI would likely always have a width of 16, but with an arbitrary height accessible via vertical scrolling.

Really though, these are UI/editing considerations without any real impact on what is stored/read from an image, instead only determining how you might want to lay out a spritesheet itself, and interpret the indexes in the end-use program.

2631
Everything REXPaint / Re: mini-REXSpeeder for C++ v2
« on: July 02, 2016, 04:16:55 PM »
Even if the rationale was future compatibility with arbitrary-sized sprite sheets,
This is an eventual goal. The current restriction to 16x16 spritesheets is again only a UI limitation, and there is nothing internal to REXPaint that limits it to 256 characters. In Cogmind for example, the same underlying system uses hundreds more values than CP437 to mix multiple spritesheets together, they just can't be edited in RP itself.

So later on (with a more advanced UI), users would be allowed to specify as large a spritesheet as they want--it's actually the most requested feature so far since REXPaint's introduction :P. This wouldn't have any impact on the specification, though, because images don't carry any spritesheet data, merely an integer index independent of whatever font is chosen.

2632
Everything REXPaint / Re: More layers than four?
« on: July 02, 2016, 03:37:32 PM »
On behalf of library maintainers everywhere, thanks for removing the maximum layer count in REXPaint!

I tried to load a file with 50 layers (which I made with REXSpeeder), and it didn't crash. One seems to be unable to edit any layer past the ninth, though.
Correct. In fact, there has never been a 4-layer limit in images! That was merely an editing limit in REXPaint, since the UI as designed couldn't list more than 4, but the file specification has always included a "# of layers" value which could be anything you wanted, for example for those users who might actually generate .xp images through some other means.

All I did was make it so that it's possible to list 9 layers in the REXPaint UI. More is fine as far as the image is concerned, but it's kinda pointless to allow it in RP until you can actually edit that many :P

2633
Competitions / Re: Weekly Seed #47 [Alpha 9] [Seed: Welding Warlock]
« on: July 01, 2016, 07:50:26 PM »
Haha, I predicted where I was going to die, even while still in wonderful condition, and sure enough I died there:


I was going for a straight shot to the surface, and aside from getting side-tracked in the Lower Caves for a bit, everything was going pretty well... then I suddenly found myself in -4 surrounded by four garrisons in close proximity. I really should've retreated and found/made another route, but I was in a hurry and decided I'd just try to blast through whatever showed up. That worked for a while, but in that kind of situation, reinforcements were too quick to arrive and I was eventually overwhelmed. Really should've gone another way :P

That spot I was standing on turned into a massive battlefield and I lost all propulsion, which was the biggest problem since I didn't have spares. As usual I may have still survived even then had I jettisoned parts and retreated quickly, but I'm stubborn (stupid) like that and usually try to fight it out anyway...
Spoiler: Score: 9,796 (click to show/hide)

2634
thebracket is correct in that there would never be support for Unicode, as the point is simply to use basic integers for sprite sheet indexes.

I honestly can't see any reason for more than that, but if that layer number starts changing, it's a trivial fix - so I'm sure Pyridine or I will implement it.
The specification includes an indicator for the number of layers in the file, allowing nearly unlimited layers (in theory, since you can't edit that many in RP). And just yesterday I added optional support for up to 9 layers in RP itself because already a number of users have asked for more than 4 :P

Literally minutes after you made your RLTK post today I released 1.03 including this!

2635
This has been around for a couple years, but I recently noticed the original disappeared from GitHub, and the developer hasn't been around for a while in his regular hangouts, so I recovered it via the Internet Archive and threw it up on my own server for safekeeping (and simply access!).

rex_sprite, by chiguireitor, is "a Node.js module for loading and drawing REXPaint sprites."

2636
Hey thebracket! I'll add it to the resources page, too.

2637
Everything REXPaint / Re: More layers than four?
« on: July 01, 2016, 09:33:31 AM »
Oh sure, that's an official part of the next release, and I'm just releasing these experimental executables incrementally :). I don't like to do new proper versions purely for a couple new features, but actually this layer change is pretty big so I should probably do a 1.03 for it.

Edit: I just went ahead and made 1.03 official on the downloads page (no real need to get it if you already got the updated .exe, though).

2638
General Discussion / Re: Welding Torch and Plasma Cutter
« on: July 01, 2016, 08:39:45 AM »
Welcome and glad you're enjoying it--good to have some fresh players coming in even while development is on this month-long hiatus :)

I see your other discussion here.

2639
Everything REXPaint / Re: More layers than four?
« on: June 30, 2016, 05:36:21 PM »
Hahahaha, so true... I hope the 125% increase will keep that time at bay for now :P

2640
Everything REXPaint / Re: More layers than four?
« on: June 30, 2016, 02:31:06 PM »
Done!

Just drop this .exe into your current copy of REXPaint and it should Just Work. (No official release for this yet--same version number.)
Update: I just made this available as 1.03 on the downloads page.

It is fully backwards compatible with existing images, and probably all the libraries contributed by others (assuming they implemented them to specification :P). More info from the updated manual:
Quote
Extended Layers Mode
----------------------
While a single image may include up to nine layers, normally only the lowest four of those will be listed in the Layers window. To view more than that, click the 'E' or press Ctrl-Shift-l to toggle Extended Layers Mode, which will cover the Info window but allow as many as nine layers to be listed at once. If you're using hotkeys for layer control, those will still work as usual even if those layers are not currently visible in the list.
   An '*' appears at the top right of the Layers window if an image contains more layers than currently listed, or it will instead show the layer number if a non-listed layer is currently active.

And a demo:


Happy REXPainting! ;D

2641
Everything REXPaint / Re: More layers than four?
« on: June 30, 2016, 11:42:03 AM »
It's a useful feature that would obviously help more than one user out there, so I'll use some downtime today to get it in there. I've more or less finished adding the foundations for it, but next comes all the testing and making sure it plays nicely with all the other layer-related features (it currently crashes a lot, so it's obviously not done :P).

Also, I'm not adding it in a hackish way--it'll be full-featured support for up to 9 layers.

2642
Everything REXPaint / Re: More layers than four?
« on: June 30, 2016, 10:39:47 AM »
I'm already adding it right now :P

2643
Everything REXPaint / Re: More layers than four?
« on: June 30, 2016, 09:28:44 AM »
That's something to put in for the future UI, yeah :)

2644
Stories / Re: Near miss on -1
« on: June 30, 2016, 09:18:38 AM »
Yeah, as mentioned before I'm somewhat limited in making -7/-6 branches great because it's rather early in the game, which is somewhat at odds with that high risk/reward intent. That said, there is another future addition planned for Zion (other than that entrance you already see) which will make it much more worthwhile. I'll attempt to design it so that it works in the current context. Not yet sure when that will be added...

2645
Everything REXPaint / Re: More layers than four?
« on: June 30, 2016, 09:14:41 AM »
Well, doing it like that would mean you wouldn't have access to the other features like reordering/hiding/locking (or even deleting?) them, not without an additional way to scroll the view which is a good bit more work.

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 :/

More layers is absolutely on the long term plan, though the future implementation would differ from what I can do with it now, and I don't like to waste time implementing something that will just be replaced later.

Glad you like the unrestricted zoom, and I'm all for throwing in little hacks when I can to help users, so hopefully something will be doable here :)

2646
Stories / Re: Near miss on -1
« on: June 29, 2016, 08:45:07 PM »
A fifth of the run fought at security level 5--definitely going all out! It looks like a relatively large inventory run, too, but that is the safest way to do heavy combat (and make up for a lack of better defensive gear).

There is still some content to add to the lower caves, though it's also worth considering a reduction to their size, as your observations make sense there. However I wouldn't want them to become trivial ways to circumvent the large Factory (-7/-6) maps, so the number of entrances might have to be reduced as well...

2647
Everything REXPaint / Re: Show off your REXPAINT creations
« on: June 29, 2016, 08:35:43 PM »
Hehe, "nano patrol" :)

It does look pretty good! I think small-scale ASCII generally has a good look to it. 1.2E-9 score doesn't seem so great, though ;)

2648
General Discussion / Re: Welding Torch and Plasma Cutter
« on: June 29, 2016, 08:31:39 PM »
Welding Torches are pretty much just weak tool-weapons you might use if you have absolutely nothing else. Plasma Cutter's on the other hand do have one (perhaps two) useful characteristics you can discover among their stats...

2649
Well, awesome! Looks like you've probably found the cause 8)

I saw this a couple months ago, and Sherlockkat has seen it as well, but I hadn't figured out the cause yet so I decided to just put it aside for the time being since it was pretty minor. Thanks!

2650
Competitions / Re: Weekly Seed #46 [Alpha 9] [Seed: Evasive Action]
« on: June 24, 2016, 07:44:54 PM »
Evasive Action, indeed. This was a crazy run for me. I was playing in front of my son for the first time, hooked up to my dad's TV, so the pressure was on to keep it interesting for viewers who had no real idea what was going on.

My intention was to head straight for the surface, since I didn't want it to drag on for too long, but I did duck into a cave real quick (even though I knew it was cave access) and jumped back out again ASAP.

My build was a heavily weapons-focused treaded nightmare with enhanced targeting, and that was going okay blasting through *everything* (assaults incoming!) until I fell right into a chute in the Factory :/. Worst build to have down there. I tried to shoot them but I was mostly armed with weaker weapons so I could fire sustained volleys, not yet powerful enough to punch through Compactors. Most of my stuff was crushed to bits and I ended up streaking to survive. Wasn't too hard to make it out in that state, and I had a great find while fleeing--Ragnarok! Good thing, too, since that's what saved me while I tried to rebuild.

Still didn't make it far, though, repeatedly running into garrisons and getting the crap beat out of me, so I did the unthinkable: dove into a *garrison* while quite weak in terms of parts... (but still not terrible on integrity)

I came in like this:


And I would've been okay if one of the two patrolling Programmers I rammed to death dropped a power source, but no such luck--the two Grunts I later provoked were the death of me. I had weapons, just not enough power for them :/

Programmers dead :D


All I got out of the deal:


Spoiler: Score: 8,410 (click to show/hide)

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