[Tool] Superluminal 2.2.1 - FTL Ship Editor

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NarnKar
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Re: [Tool] Superluminal 2.0.6b beta

Postby NarnKar » Wed Sep 17, 2014 12:33 pm

In Superluminal, the doors are rendered much bigger than they are in-game. Is there any particular reason for this?
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kartoFlane
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Re: [Tool] Superluminal 2.0.6b beta

Postby kartoFlane » Wed Sep 17, 2014 1:43 pm

Basically, only because that way they're easier to click/select
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Abs
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Re: [Tool] Superluminal 2.0.6b beta

Postby Abs » Thu Sep 18, 2014 2:38 pm

kartoFlane, may I make a feature request?

It would be lovely if you could zoom in so that placing gibs and weapons precisely would be easier. I imagine that would be difficult to add, but I figured it was worth asking. Thoughts?

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kartoFlane
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Re: [Tool] Superluminal 2.0.6b beta

Postby kartoFlane » Thu Sep 18, 2014 11:16 pm

I remember when I last tried to implement this, there were things that discouraged me from pursuing this feature... Perhaps I'll come back to it later on, for now I'm swamped with other projects.

Either way, for precise movements, you can use arrow keys of the buttons in the sidebar to move the selected element by 1px. Holding down shift while pressing arrow key moves the object exactly 35px.
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NewAgeOfPower
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Re: [Tool] Superluminal 2.0.6b beta

Postby NewAgeOfPower » Fri Sep 19, 2014 5:24 pm

if implementing a magnifying glass feature would be easier, consider that instead, as it would serve most of the same functionality.
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kartoFlane
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Re: [Tool] Superluminal 2.0.6b beta

Postby kartoFlane » Fri Sep 19, 2014 9:42 pm

Zoom, magnifying glass -- both are essentially the same thing, scaling up the viewport. The problem isn't the concept itself, it's the fact that the only way to achieve this is via matrix transformations, and I'm not sure whether this isn't going to interfere with, and screw up, other parts of the editor (namely positioning, and rotation, since it's also done via matrix transforms)
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NewAgeOfPower
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Re: [Tool] Superluminal 2.0.6b beta

Postby NewAgeOfPower » Fri Sep 19, 2014 10:44 pm

You don't need to transform the entire image, just have a little secondary display copy-pasta and display in higher res the area your mouse is hovering over when enabled.
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NarnKar
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Re: [Tool] Superluminal 2.0.6b beta

Postby NarnKar » Fri Sep 19, 2014 10:52 pm

Wait, what would a zoom feature be good for anyway?
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Re: [Tool] Superluminal 2.0.6b beta

Postby Abs » Tue Sep 23, 2014 7:22 pm

NarnKar wrote:Wait, what would a zoom feature be good for anyway?


My biggest thing would be pixel perfect placement of gibs/weapons. It's easy enough to do the gibs, but the weapons are a bit harder.

Thanks for the answer, kartoFlane!

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5thHorseman
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Re: [Tool] Superluminal 2.0.6b beta

Postby 5thHorseman » Tue Sep 23, 2014 10:37 pm

kartoFlane wrote:I remember when I last tried to implement this, there were things that discouraged me from pursuing this feature... Perhaps I'll come back to it later on, for now I'm swamped with other projects.

Either way, for precise movements, you can use arrow keys of the buttons in the sidebar to move the selected element by 1px. Holding down shift while pressing arrow key moves the object exactly 35px.


Is it possible that the troubles you had were with trying to smoothly zoom through percentages? Just allowing 2x zoom (so each pixel of the ship is a 2x2 group of pixels) and maybe 4x zoom would be more than enough for me. My old eyes sometimes have a hard time seeing if things are lined up.

I don't need to be able to zoom to 1000x or even 125% or anything like that, and I can't see how anybody would get use of either of those zoom levels when you're placing pixels everywhere. 200% and 400%, or even just 200%, is really all that's needed.
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