I'd say that, if the interface is good and you aren't in the middle of a long-winded task that locks other editor components, you wouldn't expect the state to be saved and restored.
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Show posts MenuQuote from: Crimson Wizard on Sat 14/07/2018 19:42:44
Probably this is something beyond my knowledge, because I still did not understand anything. Can you give an example, like where HTML page is kept, what it has inside, how does it "render markdown file" etc?
Quote from: Crimson Wizard on Sat 14/07/2018 19:42:44
I am myself very reluctant of having larger help text inside the script header. In fact, I noted that in my previous reply at first, but then decided to cut that out.
I see both benefit and disadvantages for either approach. I've seen how tzachs is documenting his MonoAGS API in code, with examples etc, and being documentation for coders that seem to make sense.
My biggest concern in regards to script header though is that having expanded help text there for each function and property would clutter the script API declaration and make it not easy to work with the file. Another thing is that if someone who is non-coder would like to ammend a script API article, they'd have to work with that file which is easy to break (and cause compiler error) and which cannot be previewed as MD, so all formatting has to be done either by heart or typed in some MD editor with preview first, and then copied into script header.
Quote from: Crimson Wizard on Sat 14/07/2018 15:18:27
Sorry, I am not following your suggestion. What "changes to the main repository" do you speak of, and what is the idea about having HTML pages as additional project? I thought we had intent to have all docs source in Markdown?
My point of having separate repository for the manual is that I hoped to give community members a way to freely edit the documentation. IMHO it will be very inconvenient to have them edit repository with the source code.
Quote from: Crimson Wizard on Sat 14/07/2018 11:33:45My main concern is that the scripting reference will go out of sync with the actual scripting implementation, so ideally I'd like to try and get the scripting reference generated from the same source as the autocomplete data (auto-complete could just ignore the extra information for examples, warnings, etc).
Do you mean generating articles this way, or actual help content? Currently in the script reference articles are larger than that, having elaborations, warnings, examples etc.
builtin managed struct Character {
/// Adds the specified item to the character's inventory.
import function AddInventory(InventoryItem *item, int addAtIndex=SCR_NO_VALUE);
/// Manually adds a waypoint to the character's movement path.
import function AddWaypoint(int x, int y);
...
Quote- - - - - - - - - - - - - - - - - - - - - - - - - - - - -<BOUNDARYID>
Content-Disposition: form-data; name="message"
- - -
- - - - - - - - - - - - - - - - - - - - - - - - - - - - -<BOUNDARYID>
Quote from: Crimson Wizard on Fri 06/07/2018 15:08:04It is the easiest option I know of to write the pages, and if someone is making changes they would be able to do it directly on the GitHub web interface, so I think it is a good idea. I believe this is the original spec, and GitHub just add a few extra bits like tables and task lists. Worst case, if it needs to come off GitHub, any GitHub specific content would need to be changed, but I think the online editing is enough of a benefit to outweigh the risk (plus there are lots of tools for bulk processing text).
But once again, is MD a good format? I don't know, this is something I was planning to find out.
Quote from: Snarky on Wed 04/07/2018 19:04:35Yes, but those settings are applied at time of import and then everything is manually specified. Just adding a mapping between files and IDs, with the ability to rescan and remap would give similar functionality as the import, but main difference would be if you can specify default settings and then just save images to start using them.
If you're going to have the capability to flag a sprite for tiled import (with x and y dimensions), and set the transparent color (because that's required functionality), and view the sprites, and set the sprite number (implies reordering the sprites?), and probably the option to then delete them from within the editor, because why not... isn't that more or less everything the sprite manager does?
Quote from: Snarky on Wed 04/07/2018 19:04:35It doesn't look like the source file is tracked at all for a tiled import, so I can't see any benefit with regard to re-importing after an edit.
Umm... isn't it the opposite?
Quote from: Crimson Wizard on Wed 04/07/2018 15:14:32I guess the question is, should the editor aim to show everything on screen exactly as it is in the game, or should it just be enough to arrange everything and then run it with the debugger attached. I think at the moment it is a bit of both.
One of the preliminary steps could be reimplementing the way editor draws stuff, perhaps making it rely on its own sprite map.
Quote from: Crimson Wizard on Tue 03/07/2018 23:57:56I think so, and some of what I'm suggesting is optional, but the end result is you press save in the graphics program to use or update an image. Probably best survey some people though.
This is like a complete overhaul to how you work with sprites in AGS. Are you sure the people will accept this?
Quote from: Crimson Wizard on Tue 03/07/2018 23:57:56If you can press save instead of copy, it would be much the same process.
This may be a regular workflow for professional artists, but, for example, I got used to import sprites from clipboard, that's very fast and you don't have to manage files.
Quote from: Crimson Wizard on Tue 03/07/2018 23:57:56The metadata could define how large a tile is, and that could be referenced per image or per folder.
And the tiled import... I was just drawing all animation sequence in 1 document, and then tile-importing them, again not thinking about cutting into files.
Quote from: Crimson Wizard on Tue 03/07/2018 23:57:56Maybe just have the option to convert an image. So for your tiled import, the image is already there and you just define the tile dimensions to reference it as multiple images. But the alternative I'm suggesting would let you specify the tile size on a sprite folder, and then all your sprite sheets which use that tile size would be automatically used as multiple sprites.
Perhaps there may be a way to keep these import commands? They may be simply creating new files and metadata according to the settings, work like alternate entry point into this system (main is copying file into folder).
Quote from: Crimson Wizard on Wed 04/07/2018 00:05:30Presumably though, it is possible to know the position of a particular sprite within the file, without having to read the whole thing?
There may be slightly different approach: run a file change listener on a Sprites directory, and note files as they are added, removed or changed. Cache may be updated immediately, or at compile time using a prepared list of changes.
EDIT: oh right, the files could have been modified in between editor sessions too.
Quote from: Crimson Wizard on Tue 03/07/2018 22:16:51Well it would need something, but this something will not import, create or delete sprites. So if there is just a sprite viewer, it could just hand tasks off to a metadata manager, or you could be specifying any changes settings outside of the editor.
But if there is no sprite manager, how do you tell it about these exceptions? I think I am missing something in this plan.
Quote from: Crimson Wizard on Tue 03/07/2018 22:16:51
Also, do you mean that file format itself stores frame count? If not, what did you mean by "read the frame count of the file"?
Quote from: Crimson Wizard on Tue 03/07/2018 22:16:51
Could you write all this in a form of a task, with all points elaborated?
QuoteD:\MYGAME
| MyGame.agf
|
\---Sprites
| apple.png
| banana.png
| pineapple.png
|
\---Grapes
green_grape.png
red_grape.png
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