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-   -   Request for icons (https://forums.graalonline.com/forums/showthread.php?t=81011)

Loriel 08-02-2008 12:36 AM

Request for icons
 
3 Attachment(s)
Hello, Graalians,

#gscript is currently working on an alternative multi-platform non-proprietary Graal Level Editor that currently works on Windows and Linux (and possibly OS X, pending an OS X user actually knowing C++).

The toolbar could use some awesome icons (around 24x24 or in vector graphic format), for creating links, creating npcs, the link list, the npcs list and the signs list, also the tileset lists where the currently active addtiledef[2]s are displayed.

Crono 08-02-2008 12:41 AM

Can you adjust the size of the tileset shown? (the width that is)

Fry 08-02-2008 12:43 AM

Quote:

Originally Posted by Crono (Post 1410661)
Can you adjust the size of the tileset shown? (the width that is)

Yes they're two adjustable panes.

Loriel 08-02-2008 12:44 AM

1 Attachment(s)
Yeah but the icons are not going to need to scale with it

Crono 08-02-2008 12:44 AM

Quote:

Originally Posted by Fry (Post 1410663)
Yes they're two adjustable panes.

THANK

Quote:

Originally Posted by Loriel (Post 1410664)
Yeah but the icons are not going to need to scale with it

YOU

Like what I see guys, keep it up.

Stephen 08-02-2008 01:03 AM

You should make a better description of what each icon should be, and maybe an example of the style you are interested in.

RosesLove 08-02-2008 01:07 AM

I was so sure this was going to be a thread to request icons.
Cause you know, mine could use some work..
...Yours looks nice... :D

Loriel 08-02-2008 01:08 AM

The style is that of the other icons in the screenshots. It's the gtk default icons, I think.

The Create Link button turns the current selection into a link. Like, the thing you walk on to get to another level or whatever. The Show Links button shows a window with a list of all links in the current level.

The Show Signs button shows a window with a list of all signs in the current level.

The Show NPCs button shows a window with a list of all npcs in the current level. The Create NPC button adds a new NPC with an empty script and image path.

The Show Tilesets button shows a window with a list of all the tilesets that are active in the current level as if by addtiledef or addtiledef2 or however that works.

Crono1508 08-02-2008 01:54 AM

This new editor would be lovely if it had offline GS2 capability.

Crono 08-02-2008 01:56 AM

Quote:

Originally Posted by Crono1508 (Post 1410687)
This new editor would be lovely if it had offline GS2 capability.

That NPC editor seems to be using GS2.

Crono1508 08-02-2008 03:20 AM

Quote:

Originally Posted by Crono (Post 1410689)
That NPC editor seems to be using GS2.

Nice then. This will be an excellent release. :D

cbk1994 08-02-2008 04:52 AM

I seriously doubt that the editor will be able to run GS2 scripts; however, my guess is it has syntax highlighting, and indenting. I'm not working on this project at all, but I SERIOUSLY doubt they will implement GS2, or even GS1.

excaliber7388 08-02-2008 05:49 AM

How much is made for Mac OS X? I know very little C++, but I'd be willing to help however I could.

DustyPorViva 08-02-2008 07:19 AM

Eh... I made some icons for Zero's, but they were small 16x16 pixelart stuff. Sorry, I can't do vector.

I don't see anything in the screenshots for layers...? :(

Oh, and kudos! I'll help you beta test or something!

warp2ukew 08-02-2008 08:01 AM

I'm not sure if this is even possible, but I'm so sick of having to add a new script everytime I use a different tileset. Is there anything you can put in this to eliminate that?

Fry 08-02-2008 09:25 AM

1 Attachment(s)
Quote:

Originally Posted by warp2ukew (Post 1410770)
I'm not sure if this is even possible, but I'm so sick of having to add a new script everytime I use a different tileset. Is there anything you can put in this to eliminate that?

The way it works right now, is that each addtiledef you would have done in a NPC script, is now added to the tileset list. There is a "main" tileset that completely replaces the previous tileset and equals the functionality of the normal addtiledef. The other tilesets only replace parts of the current main tileset (like addtiledef2).

Quote:

Originally Posted by cbk1994 (Post 1410731)
I seriously doubt that the editor will be able to run GS2 scripts; however, my guess is it has syntax highlighting, and indenting.

Also, yeah, no GS2 support, but I am kind of hoping for some kind of "test level" functionality in the (far) future.

Quote:

Originally Posted by excaliber7388 (Post 1410740)
How much is made for Mac OS X?

Well, "basically" it only needs to be compiled in OS X, but that is probably connected with additional problems since GTK is apparently (?) quite badly supported on the Mac.

Quote:

Originally Posted by DustyPorViva (Post 1410760)
Eh... I made some icons for Zero's, but they were small 16x16 pixelart stuff. Sorry, I can't do vector.

I don't see anything in the screenshots for layers...? :(

They don't really need to be vectorized, it should be possible to scale them around a bit without too much loss even when they're pixeled.

Also how are layers actually drawn in Graal? It shouldn't really be a problem to add them.

Loriel 08-02-2008 01:14 PM

Quote:

Originally Posted by cbk1994 (Post 1410731)
I seriously doubt that the editor will be able to run GS2 scripts; however, my guess is it has syntax highlighting, and indenting.

Right. I am just plugging GtkSourceView-2.0 into the NPC editor window and am using JavaScript syntax highlighting right now because it is reasonably close.

The whole thing is an editor, not a client, anyway. We are not executing any scripts at all.

DrakilorP2P 08-02-2008 01:33 PM

Quote:

Originally Posted by Loriel (Post 1410802)
Right. I am just plugging GtkSourceView-2.0 into the NPC editor window and am using JavaScript syntax highlighting right now because it is reasonably close.

The whole thing is an editor, not a client, anyway. We are not executing any scripts at all.

GScript already has a syntax highlighting definition for GtkSourceView, try using that.

Loriel 08-02-2008 01:41 PM

Quote:

Originally Posted by DrakilorP2P (Post 1410806)
GScript already has a syntax highlighting definition for GtkSourceView, try using that.

Where would I go about getting that?

DrakilorP2P 08-02-2008 01:52 PM

1 Attachment(s)
Quote:

Originally Posted by Loriel (Post 1410809)
Where would I go about getting that?

Graal should be installing it as graal.lang somewhere.

Attached copy.

Loriel 08-02-2008 02:17 PM

Quote:

Originally Posted by DrakilorP2P (Post 1410812)
Graal should be installing it as graal.lang somewhere.

Attached copy.

Oh, thanks. The Graal installer never worked for me.

I guess we will not be able to distribute that file, so I think we are going to try to load it and fall back on JavaScript if it is not installed.

excaliber7388 08-02-2008 03:09 PM

Quote:

Originally Posted by Fry (Post 1410779)
Well, "basically" it only needs to be compiled in OS X, but that is probably connected with additional problems since GTK is apparently (?) quite badly supported on the Mac.

I could compile it, but if there's a lot of bugs, I wouldn't know what to do with gtk. :(
Maybe Skyld would know more? (Although, and correct me if I'm wrong, I think he knows more Obj-C/Cocoa).

Darklux 08-02-2008 03:10 PM

I like the idea, as I hate the idea of internal level editors.

Keep up the good work!


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