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TIGSource ForumsJobsCollaborationsTixel - Now Hiring!
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Hideous
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« Reply #200 on: November 27, 2008, 02:02:07 PM »

I'll be the guy ruining the code so that others can fix it up later.
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medieval
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« Reply #201 on: November 27, 2008, 02:02:58 PM »

I'll be the useless guy.
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superflat
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« Reply #202 on: November 27, 2008, 02:57:02 PM »

My dream feature list? A direct port of Deluxe Paint IV on the Amiga!  Then I'd love you guys even more than I do already....

Seriously though, it would be good to take a look at the ex-industry standard when designing some sprite-soft.  The animation, gradient and morph features were neat, as was colour cycling. But it was the general ease of use and simplicity of interface that made it the pixel king!
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« Reply #203 on: November 27, 2008, 03:29:47 PM »

I'll be this guy
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KennEH!
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« Reply #204 on: November 27, 2008, 03:56:15 PM »

I'll be giving hugs.
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« Reply #205 on: November 27, 2008, 04:17:13 PM »

I think if anything it might be good to focus Tixel (sounds like something by Mr Fish) on palette-based spriting to begin with, as this is hard enough to get right.  Full 24 bit + alpha makes it into a PS competer, and there's no real way to compete there.  The palette-pool could still be 24 bit, but the one you work with shouldn't be imho.

Also, I'm into Annabelle's suggestion about Z & X for zoom.

Been thinking, and there's a couple of features I really miss from Dpaint:



- The way it was full-screen.  I'd really prefer one written to be strictly full-screen so you could easily hit the buttons on the right (especially as a Mac user...  Don't think it'll happen though, haha.  I'd probably do it in something like BlitzMax.  Keep it simple, snappy and fast.  Windowed mode would still be a one-surface interface.  I find customisation makes things more cluttered generally.

- The onscreen palette.  This was a nice size and easily selectable with a mouse. One quite radical idea here I have comes from sprite package I once wrote, and I added an extra palette by holding space that was full-screen.  The more custom colours you had, the more would appear onscreen, starting with just two colours, then four, eight etc, so the actual hit-boxes for the colours were huge!  Releasing the space bar switched right back to the picture.  This made palette selecting lightning fast and I'm surprised no-one else did it.  I use the same kind of system in my tile editor, just without the hold-releaase so I can tweak tile settings.  I digress..

- The grid was spot on.  It never got in the way.  It was easily turn-off-and-on-able,

- The set of tools.  I loved the way clicking on on the top-left did un-filled, and bottom-right did filled. All useful and clear (except maybe the spraycan and 'unjoined' line haha.)

- I also dig how the selected colour and background colour are laid out, really clear to see which is which, unlike PS.

- The stencils.  You could lock certain colours from the palette.  This was really handy!
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Ishi
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« Reply #206 on: November 27, 2008, 05:11:35 PM »

I think if anything it might be good to focus Tixel (sounds like something by Mr Fish) on palette-based spriting to begin with, as this is hard enough to get right.  Full 24 bit + alpha makes it into a PS competer, and there's no real way to compete there.  The palette-pool could still be 24 bit, but the one you work with shouldn't be imho.

I personally hate using a palette. Having to set a colour on the palette before being able to use it just makes colour experimentation awkward. I far prefer just using the image itself as my palette and picking colours off it.
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cyber95
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« Reply #207 on: November 27, 2008, 05:58:53 PM »

I would hate fullscreen.  I like to have another window open behind my image program in case I'm referencing something else, or sometimes just watching videos simultaneously.
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michael
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« Reply #208 on: November 27, 2008, 06:30:10 PM »

i dont know if this has been discussed yet, but i'd like to request a tile system where you could create duplications of tiles and edit them all at the same time. the program in this video has such a feature: http://www.wayofthepixel.net/pixelation/upload/pixelvids/mockup.avi
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« Reply #209 on: November 27, 2008, 07:27:12 PM »

Now Hiring, eh?  How much does this position pay, and does it require me to actually do any work?
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William Laub
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« Reply #210 on: November 27, 2008, 07:32:50 PM »

On the subject of fullscreen vs not fullscreen,
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Tanner
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« Reply #211 on: November 27, 2008, 08:30:00 PM »

I will be the guy rooting for everybody working on this and giving feedbck on any builds that may be shown here.
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Decipher
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« Reply #212 on: November 27, 2008, 11:17:17 PM »

Gold Cray: Well we can always stick a "snap to fullscreen" button somewhere. It's quite irrelevant at this point to fight over it Smiley. I'd rather like to see us gather a proper base for our superhero mega-power meetings before we even write a single bit of code.
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agj
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« Reply #213 on: November 27, 2008, 11:27:59 PM »

I'm a graphic designer, so I could, uh, do graphics. And design user interfaces, and so on. Not sure how much time I'd have to dedicate to the project, but I'll try.
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increpare
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« Reply #214 on: November 28, 2008, 01:24:18 AM »

On the subject of fullscreen vs not fullscreen,

That's not exactly the same thing
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Saker
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« Reply #215 on: November 28, 2008, 06:24:01 AM »

eh  Undecided ?? i can do some artwork and interface design if u need my hand on this  Well, hello there!  Evil
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GregWS
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« Reply #216 on: November 28, 2008, 09:02:13 AM »

if u need my hand on this  Well, hello there!
Shocked  :D
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« Reply #217 on: November 28, 2008, 09:41:31 AM »

Maybe the fullscreen could be a gui addon?
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kyn
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« Reply #218 on: November 28, 2008, 03:24:19 PM »

As default it shouldn't be fullscreen, but if FoxBlitzz is willing to implement it, there should be a shinny button to do so.
Simple enough I guess.
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FoxBlitzz
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« Reply #219 on: November 28, 2008, 08:10:15 PM »

Or it could be F11, like in most web browsers (BTW: How does full-screen act on OS X?).

In any event, less chatter, more sign-ups, please. We really can save this for after we've formed a group together.
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