[Ohrrpgce] SVN: teeemcee/8539 Hold Shift in sprite and maptile editor to move faster, type a pal index

Ralph Versteegen teeemcee at gmail.com
Thu Mar 16 03:48:31 PDT 2017


On 15 March 2017 at 04:18, James Paige <Bob at hamsterrepublic.com> wrote:

>
> On Tue, Mar 14, 2017 at 7:36 AM, Ralph Versteegen <teeemcee at gmail.com>
> wrote:
>
>>
>>
>> On 15 March 2017 at 03:21, James Paige <Bob at hamsterrepublic.com> wrote:
>>
>>> Interesting!
>>>
>>> Right away, the palette numbers felt off-by-one to me, because typing 1
>>> selected 0, and typing 0 got me nothing-- but when I started thinking of
>>> them as palette hot-keys rather than typing in a number, it felt
>>> comfortable again.
>>>
>>
>> Considering that the palette numbers aren't actually displayed anywhere,
>> I'm inclined to argue that it's all in your head!
>> However, this is going to be a problem once the sprite editor supports
>> using the master palette directly without a subpalette. I guess in that
>> mode it will have to switch to 0-based input.
>>
>
> Indexes are always zero-based! Anyone who says otherwise is mathing wrong!
> I am prepared to holy-war over this! ... j/k no i'm not ;)
>
> But seriously, it does seem like a good idea to make it zero-based for
> when we have bigger palettes-- also, 0 is the transparent color, so the 0
> key not being next to the 1 key is probably no big deal.
>

I was actually thinking of using 1-based indexing when using a palette and
0-based when not, but this must just me be exercising no common sense
aversion to complexity, as usual.
The reason being that I figured that colour 0, the background, is actually
the most important and common one, so it should have a key that's easy to
find and reach, which the '0' key isn't.
But the tilde key could double for colour 0. It's current used for toggling
cursor visibility, which could be moved elsewhere.


>
>
>> Also, 0 selects the tenth colour.
>>
>>
>>> The time-out for typing two digit numbers is very well tuned, and after
>>> playing with it for a while, my original misgivings melted away, and I am
>>> very happy with it.
>>>
>>
>> First I tried a second, but that was too much, so I reduced it to half a
>> second, and that was good enough. And coincidentally, that's also how long
>> the colour index displays for after you change palette index :)
>>
>>
>>> I like that I can treat my first 9 colors like hotkeys, and at the same
>>> time, I still have quick access to the other colors.
>>>
>>
>> I wouldn't have bothered allowing access to colours above the tenth, but
>> of course the plan is to increase the Palette16 palette size soon anyway. I
>> still haven't figured out how to display the UI for that, probably in rows
>> of 16, and maybe show at most 2-3 rows at once... or switch between showing
>> the whole master palette at once vs the whole subpalette.
>>
>> (Having a subpalette with over 100 colours is of course useless in most
>> cases, except when you take a sprite imported or drawn to use the master
>> palette directly and then want to palette swap it.)
>>
>
> This is exciting! :)
>
> I like the idea of being able to show just a few rows of a sprite palette.
> For limited-color sprites, that is exactly what I would want.
>

Oh actually, I was imagining that sprite palettes could be variable size, a
multiple of 16. The size could just displayed as variable for display (all
indices up to 255 would always be treated as 0). A prompt to add another
row when you reach the end, I guess, or maybe that's confusing (not obvious
that you can expand it). It would prevent ever having to look at 240 empty
palette entries. I'm sure people would complain about that, and besides,
there are several places where palettes are displayed (in full) where it
would be nice to be able to avoid that.


>
> How about if the master palette display can be shrunk, or entirely
> minimized when we don't need to see it?
>
> Also, although I still want to have hotkeys for keyboard controls of
> things like master-palette-minimizing or changing the number of displayed
> spritepalette rows, having a mouse-driven menu for that type of stuff will
> probably be good.
>

Switching between views sounds good.
The master palette could even automatically pop to full size whenever you
use the keys to select a master palette index, and the sprite palette could
pop to full size when selecting a colour in it. Then we wouldn't even need
key combinations for those (though could still have clickable buttons for
them). Or maybe that will be jarring.

>
> The current size of each color block in the master palette display is
> totally arbitrary, and copied from an ancestral sprite editor even older
> than the ohrrpgce itself (I think most of the current sprite editor layout
> is from the Cowbobs sprite editor, maybe?)
>
> ---
> James
>
>
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