lifeisunfair
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Posts: 108
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Post by lifeisunfair on Apr 3, 2014 19:25:05 GMT 1
Here's why: imgur.com/VTwgDjiWe should have a hide tool that allows you to hide pre-existing models. When a model is hidden, you cannot edit it, move it, or mess up any logic connected to it. It should be invisible, only visible when the hide tool is selected. You should have to reselect this hide tool to unhide hidden models. This would be an extreme help in building my disaster place as I would not have to move every disaster in and out each time I add one.
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Post by Jatsu on Apr 3, 2014 20:04:37 GMT 1
In Photoshop, you can work with layers of an image to be able to work on one part of an image at a time. For example, if you wanted to put a windmill painting on top of a scenic background, you would layer it on top of it and maybe even it a little to make it appear more realistic - like part of the windmill being hidden behind a hill, or even adding a layer of cloud paintings on top of it.
I would be very shocked if layering wasn't a feature used in 3D graphics as well. It's a concept that isolates independent parts of an image or environment, so that you may work on individual parts separately, or in your case, in individual models separately.
There's a bunch of editing tools Kogama could really use to make the game editor better, and if layers were added it would be easier to create games with denser levels. But for the sake of argument, if there was a setting option that you could right click on a model to "hide" or "make transparent" in edit mode, that could work as well but be incredibly tedious to use, like other things already in the game.
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Post by xxmrcheesemanxx on Apr 4, 2014 10:31:22 GMT 1
Liked both of your posts. Those are awesome ideas
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Post by Linkky on Apr 7, 2014 0:23:20 GMT 1
I remember the good ol' days when I used to always be so pro at logic, and leave out thousands of connections for me to take pictures and have someone's mind blown and give them headaches. Lol, good job on the logic there buddy. And yes, it would be great to hide the models when logic coding and etc, because you could easily lose track of the connections or even lost models you may have accidentally brought out from your inventory due to lag or another reason. Maybe we could be able to hide walls made out of normal building blocks as well. Maybe we could also have a new buyable Advanced Logic called a "Block Enabler" that will easily hide normal building blocks in a game.
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Post by Jatsu on Apr 10, 2014 17:22:27 GMT 1
I was wiring some logic and was reminded of this topic. I'd like to add an even easier alternative suggestion! There's a much easier way to go about this than a tedious "hide" setting to models or adding a layering system to Kogama. Simply implement a "view as play mode" toggle option for edit mode.A "view as play mode" option would be beautiful for many reasons, but the most obvious - you can only edit what you see, which makes editing levels that change because of logic much simpler to edit. So if you wanted to make a minute change in one of the game scenes in Theatre Play for example, it would be much easier to see what you're changing without a ton of other models in your way - or god forbid having to adjust a model while INSIDE another model! It would also encourage efficient and methodical level designing for creators. I assume when you're designing levels for real games, you're going back and forth between adding placeholder graphics and coding UI, while updating both sides as you go along - graphics becoming more detailed and attached to other objects - and UI becoming larger and more functional. This ideology would be implicitly taught to players if they were to use a "see as play mode" option because they would then have to go back and forth between setting up logic that controls a changing model scene and adding or cloning the models that are being put into a scene. "View as play mode" option = convenience for better scene editing + teaches creators worthwhile methods of developmentBasically, if I had the option to choose to edit Puzzle Me 5 as viewed by play mode, I would do it in a heartbeat. In edit mode: | In edit mode (with hypothetical "view as play mode") Much easier to look at and edit! | | |
I'll be honest here, you don't even have to dynamically display active logic lines with this idea. "Hide logic" already takes care of that. Not to oversimplify anything here, but this capability already exists: you're just pressing the P button to switch between modes. The catch of the suggestion is that you're only switching the visibility of the two modes while staying in one.
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Post by Codrew on Apr 12, 2014 23:47:48 GMT 1
Holy shit Jatsu, you need this thing. XD
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lifeisunfair
Expert
Wait, what if I don't have any message
Posts: 108
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Post by lifeisunfair on Apr 14, 2014 16:17:01 GMT 1
""view as play mode""
The issue with this is that I want to be able to see some models but not some others. A view as play mode without a hide tool would remove this capability. If both of them were added that would be great.
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lifeisunfair
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Wait, what if I don't have any message
Posts: 108
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Post by lifeisunfair on Apr 30, 2014 22:16:26 GMT 1
Hmm I want this now more than I did when I posted this....
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Post by Linkky on May 1, 2014 0:53:17 GMT 1
Heh, I like how you made the block circles to find the Area of Base and radius on the Polified Capsule Cylinders Jatsu.
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Post by Jatsu on May 1, 2014 4:34:47 GMT 1
""view as play mode"" The issue with this is that I want to be able to see some models but not some others. A view as play mode without a hide tool would remove this capability. If both of them were added that would be great. I don't think this would be a problem. Like I said, it's part of the "back and forth" methodology of how real development works. You would wire a model enabler to each model, and selectively enable which ones you wanted to edit. So hidden models would have model enablers that are toggled 'off' and the visible models would have model enablers that were toggled 'on'. Heh, I like how you made the block circles to find the Area of Base and radius on the Polified Capsule Cylinders Jatsu. :) Not quite... Those blocks are actually markers to keep track of each model set since all of them are overlapping. The outer ones in the circle mark each chamber wall set and the inner ones mark each of the coordinate direction platforms (north/east/south/west). I needed to this so I could accurately connect the model enablers to the correct set of walls and platforms for each chamber.
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lifeisunfair
Expert
Wait, what if I don't have any message
Posts: 108
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Post by lifeisunfair on May 1, 2014 14:08:04 GMT 1
OOH. I know. The hide tool should be like the paint tool. You can paint the objects invisible (slightly less invisible when the tool is selected). When you select the hide paintbrush, there could be two options: make visible and make invisible. That would be a real fast way to remove and add all of your models.
My point here is a paintbrush is not tedious to use
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Post by Linkky on May 1, 2014 22:14:23 GMT 1
I see now. It is still pretty neat how you did that though. That is a good way of setting it up.
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lifeisunfair
Expert
Wait, what if I don't have any message
Posts: 108
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Post by lifeisunfair on Jul 2, 2014 22:18:37 GMT 1
Please devs please so I can update my game- I really can't without this tool.
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