Thanks for the replies and feedback lemo, Lordshiva1948 , and TabloidA ,
Sorry it took a while to respond, but I wanted to wait until I had time to give more than a superficial reply. I really do appreciate it when anyone takes time to give me any kind of comments or feedback, so thanks again. :)
Lordshiva1948
Looks really good Best one I like is Amiga
Thanks Lordshiva1948. The Amiga series of computers were pretty awesome, it's amazing how far some of it's influences have spread. Digital music composition is certainly one such area, but interestingly, Construct 2 itself actually has some distant tangential connection to the Amiga as well.
There was an Amiga programming system called AMOS, that had a focus on making multimedia programming (like 2D games) much easier than in traditional languages. The creator of AMOS went on to make a spiritual successor of sorts on the early PC in the mid 90s, and some of the design decisions made in that program laid the foundation for an event-based visual programming concept that was refined through several generations of successor software, but which was ultimately best realized (in my opinion at least) by Scirra, in Construct Classic, and later Construct 2.
Very interesting bio by the way. Happy to have you in the C2 community.
TabloidA
I honestly adore this program. And I think the fact that it's built in C2 doubles it's charm!
Awe, thanks TabloidA. :3
If you get a chance to make a theme, or have a suggestion for a type of theme, like an idea or a link to an image or something, feel free to post it here.
Actually I hadn't thought about it until now, but it might be kind of fun to try building a theme based on a suggestion.
Anyway, thanks again. Hope to see you around. :)
lemo
Looks really good, I like how you went into the detail with the slight background textures and animations
I didn't have any plan to make a theme, but maybe I'll spend some time on one later
Hey lemo, thanks for the comments and suggestions. :)
I know my reply is slightly out of chronological order, but if you scroll down I think you'll see why. :)
Feel free to post anything you make here, even if it's just a test theme. I'd love to see anything you come up with.
[quote:5v7ewf9z]For suggestions, maybe you could optimize the preview event sheet to show even more types of elements
Or you could either make the window bigger or just have a scroll bar to show more events
All good suggestions. There are certainly some kinds of color contrast problems that are easier to spot in an actual event sheet than in the preview, so I think you're right, that extending the preview might help with that. Though another thing I'd need to bear in mind if, extending the preview, is how much my particular style of laying out events is representative of what other people would see when using the same theme on their event sheets. Basically I wonder how much personal layout style differs between users, and if the best test ultimately is field testing on the users actual event sheets. Even so, I think you're right, that more layout variants would be useful.
I believe at the moment the only event-sheet elements not pictured in the preview, are the Selection boarders for Conditions and Actions, which I should really add in at some point, and the Inactive Group Comment, which ... I would have to change the preview image to add. The thing is, the preview image is actually a bunch of stacked sprites, one for each individually color-able element. And to make that image set I needed to cut apart the whole thing in Photoshop and mask out the different text types and then create from that a bunch of correctly aligned images to stack together and recreate the little event sheet scene. It's definitely not impossible to change it, but it takes a fair amount of effort.
I actually kind of wonder if I could make a special element-extraction theme that a user could apply to their own event sheet, screenshot it, and then load the screenshot into an extractor program to analyze the screenshot and build a custom preview image set from it, or just apply custom theme colors to it directly. That could be cool, but potentially pretty tricky.
[quote:5v7ewf9z]Would be perfect if you could click anywhere on the preview and be directed to the matching color option
This I think would be a really good addition, as it would make the element picking a lot faster and more intuitive. I've been trying to think of a way to do this, and the main issue is that I basically need a way to make a per-pixel mapping from the preview zone to a related element. I think I might be able to make an image where each color in the image is an ID number for a related element. I could put the image over the preview area, make it invisible, and then pick colors out of it when the user clicks to get the ID of the element to look up. It's just crazy enough to work/make me crazy implementing it. (... but I totally want to try that.) :)
[quote:5v7ewf9z]PS: Maybe you should move this to the Tools/Resources forum
That's a good idea. I'll need to look into that.
[quote:5v7ewf9z]How did you make this neat color picker btw?
Uh oh ... you asked about the color picker ...
I apologize for what is to come ... *Solemn gaze*
:]
The color picker is actually based on an idea I've had for a picker for a while, that I'd always wanted to try out.
So I'll explain it in two parts. The design, and the implementation in C2.
Color Picker - Design
I had a few goals in mind when designing it.
Continuous Hue Strip:
(The top rainbow box is the "hue" picker.)
I wanted a hue picker that lets you scrub side to side over any hue. This desire arose from something that bugs me in a lot of pickers. Usually you have a hue picking strip that goes from Red through the rainbow, back to Red. And this means that you can scroll over any color ... except Red. You can't scroll over Red, because it's split at both ends of the strip. So on my picker, for any hue, there's guaranteed to be a place in the picker where that hue has a margin on either side, so you can always scroll over it in either direction while trying to settle on a specific color.
All Possible Hues Pickable:
I wanted a hue picker that lets you pick every possible hue that a 24bit color monitor can display. (24bit color is the standard 8bits-for-Red, 8bits-for-Green, 8bits-for-Blue system.) For instance, from pure Red to pure Yellow, color values go from ¦ ( 255, 0, 0 ) to ¦ ( 255, 255, 0 ). In this 6th of the color wheel, only the Red value changes, and transitions through 256 values, ranging from 0 to 255. These 256 steps get you 60 degrees around the color wheel, (1/6th of the way).
So going from
¦Red to ¦Yellow
¦Yellow, to ¦Green
¦Green, to ¦Cyan
¦Cyan, to ¦Blue
¦Blue, to ¦Magenta
¦Magenta, to ¦Red
is 6 of those 60 degree spans. (360 degrees around the color wheel). With 6 spans to cover, and 256 steps in each span, that's a 1536 pixel strip. To avoid making a really long color picker strip, I chopped it into the 6 spans mentioned earlier, and since each of those spans can be a 256 pixel strip, with 1 step per pixel, I just stacked them in a square texture that's 256 pixels wide.
Giving me 6 stacked strips that look like this
¦...¦...¦
¦...¦...¦
¦...¦...¦
¦...¦...¦
¦...¦...¦
¦...¦...¦
Now you may have noticed that in my actual picker there are more than 6 strips. There are 12 strips. This goes back to the first design goal, that there are no hues in my picker that are split so that you can't scroll over them. So, for every hue at an edge of my 256 pixel texture, I created one more copy of it, but offset by half a strip length (128 steps or pixels) to bring the split edge hue to the center of the picker.
So now in addition to the 6 original strips,
with Red, Yellow, Green etc at the edges,
¦...¦...¦
¦...¦...¦
¦...¦...¦
¦...¦...¦
¦...¦...¦
¦...¦...¦
I now have 6 halfway offset strips,
with Red, Yellow, Green etc in the center of each strip,
¦...¦...¦
¦...¦...¦
¦...¦...¦
¦...¦...¦
¦...¦...¦
¦...¦...¦
And so I interleaved them together like this:
¦...¦...¦
¦...¦...¦
¦...¦...¦
¦...¦...¦
¦...¦...¦
¦...¦...¦
¦...¦...¦
¦...¦...¦
¦...¦...¦
¦...¦...¦
¦...¦...¦
¦...¦...¦
That's also why if you pick a hue in the left or right-most quarter of the picker square, when you come back to it later (i.e. click back on a palette block later) the hue you picked will always be moved up or down a row to the identical hue on a strip where that hue is located more centrally.
Color Picker - Implementation in C2
This is actually a lot easier to explain.
I use a "Canvas" object (created by R0J0hound) for my Hue picker (the rainbow square), because I need to be able to get the color under the mouse pointer when the user clicks in it.
I use a regular Sprite for the Saturation-and-Lightness square, which I'll call the "Shade" square. (This is the square below the Hue picker square) The Sprite texture for the Shade square is actually just Red fading into Gray, Black, and White, in the HSL color space.
When the user clicks in the Hue square, the RGB color under the pointer is captured. I use this color to set the RGB of a color overlay effect on the Shade picker square, altering it's natural Red hue to match the hue picked.
When a user clicks in the Shade picker square I just use the X and Y coord inside the square to determine the Saturation and lightness value being picked. The image is just a visual aid for the user, but isn't directly sampled the way the Hue picker is.
I use a custom color math and utility plugin I made to convert the RGB (from the Hue picker) and the Saturation and Lightness values (from the Shade picker) to the chosen RGB values in the final picked color.
The only other tricky thing is converting those RGB values back into Hue square coordinates and Shade square coordinates. Remember when a user clicks on a color, or enters one in the Hex code box, I need to position the color marks in the picker boxes to indicate the resulting color. The Shade square is actually pretty easy, because the coordinates are just the converted Saturation and Lightness values of the RGB color. The Hue square is harder because I basically have to convert a Hue value ranging from 0 to 1 to a location on that weirdly organized 12 strip hue texture I described in the design section. To do that, I used a variety of math shortcuts in a custom math plugin I made a while back. Basically I split the 0 to 1 range into 12 spans (1 for mid section of each of the 12 stacked color strips) and then lerp() it to the right X coordinate and quantize (snap) it to the right Y coordinate.
... and that's the story of how all the universe's landmasses, assorted festive ceremonies, and the color picker were made. :]