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Re: Icon Wunschkonzert - AISS Edition
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@cha05e90

This GUI is indeed inspired by the ClassAction Filemanager.
Probably I will write sooner or later a simple, but intuitve Filemanger to show the NTUI Toolkit.

@Mason

What do you think about this:

The AISS come as, lets say 48px instead of 21px.
When installing, the 48px are installed in something like "TBImages/Storage". They don't necessarily need to contain an active or disabled version, only if they are truly different from the shown image, not only the post processing.

Then, you have a little config tool that lets the user select the size, effect(s) for selected, disabled (and maybe focus and mouse-over?). Then, the real images in TBImages: are generated.
The user may change this whenever he wants.

I can easily provide such a tool for 68K. AROS users may need to download the pre-scaled images, or someone writes this tool for AROS. My Tool is open source, so everybody can use the algorithms.

Users of existing Apps that use a Toolkit that cannot do rescaling, can at least select a general size that fits to their usual Font size, and they can choose among post-processing effects like the often requested Glow-effect.

Apps that use e.g. NTUI can benefit from loading the original images and rescale them dynamically, if available.

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Re: Icon Wunschkonzert - AISS Edition
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@Mason

Ok, here we go: (sorry for the size)

Resized Image

The original images are 48x48, as they appear as the last scaled version. The last image is from AISS, and originally 60x60.
To me, they appear almost perfect at any scale, especially if you consider the very "problematic" scaling factors of 48:47 or something.
You are also much more critical when you have the chance to compare one of the sclaed versions with its neighbours. After you watch one of them isolated, without comparism, they look pretty decend.

I understand that you cannot use the same image for every purpose, but I think scaling with the above algorithm is reasonalbe enough to allow the user to select the size in a certain range, same as the user sets the font size.
Fonts are also not "dictated" as 16pt or something.
Some have large screens, some small, some sit very close, others further, some have good eyes, some bad, some use an app that needs to squeeze a lot on the screen etc.

I found when implementing NTUI GUI Toolkit, that scaled images give a much more harmonic overall appearence when going along with font sizes.
As soon as screen with very different DPI come out, this will also become an issue.

After some experiments I think 256x256 is not needed, but e.g. 64x64 or 96x96 would be nice.
See it as the raw data, were the user can create its real size, same as the vector deinitions in TT Fonts.

Some configurability would also be nice, e.g. to set a style how the different states of an image should behave.

In case of icons, I think about the idea to use a tool that e.g. scanns your workbench drive, and replaces the folder icons with a template and then stamp the applications icon that is found inside the folder on it, in a smaller scale. This is more or less the same you do manually, but this tim can be saved I think.

About the File Manager from above:
This is no application. This is just a GUI mock-up to test NTUI.
See here what I mean. If they would both share the same images sizes of 21x21, the smaller one would look really blown up.
21x21 looks good on the first image. But what if I want a 32px font? The problem is, that you can always downscale, but upscaling looks really ugly.


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Resized Image

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Re: Icon Wunschkonzert - AISS Edition
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@Mason

I really want to suggest you once more to re-think over the AISS concept.
To me, your work appears to be too precious to be doomed to stay forever 21x21 (or similar low res)

I want to make following suggestion that could really improve AISS and make it future proof:

1) Draw the images at higher resolution. I suggest 256x256 or 128x128. That provides enough flexibelity for

- high-density screens (e.g. same physical size but double resolution)
- user customizable sizes of the images (e.g. the images should be oriented at the used font)
- add post-processing effects like glow (and leave 1 pixel more border, so the border of the glow is not out-of-bitmap)
- use the images in different situations at different sizes (Icons, Toolbar images large/small, Listviews, Menus, Emblems etc.)

2) Think of a way how to merge this with Icons. Technically, it is all the same.

What I can offer is to write the tools to determine sizes, effects etc, during installation time, or even install the large images and make a prefs program that re-renders the images.

The posibilities are only limited by imagination.
E.g. in case of icons, it would be easily possible to auto-create drawer by taking the application icons and stamp it onto a blank folder icon. You could then easily excange the folder icon, without a lot of work.
You could have toolbar images with or without glow.
You could select a greyish effetc, e.g. half-transparent, embross, greyed, low-constat etc.

Downscaling of images can be really high quality.
If you are willing to do so,I would like to try an example,
e,g, you draw 1 application Icon and one drawer, and I create different variantions and sizes from it, so everybody, including you can judge the result.

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Re: Cubic IDE and Basic
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@AmigaBlitter

Including OS4 Libraries should be possible, as long as they have an 68K interface. I dont know if this is the case for ALL OS4 libraries by design, or if this requires a so call "glue file" or something.
Technically, you could write your own PPC calling routines, but writing a glue file would be more useful.

There will probably never be a native OS4 Version. Too much work, too few users, too small benefit, as it already does a nice job under OS4.

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Re: Cubic IDE and Basic
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@AlfaR0me0

Yes. And it is still maintained by various people (including me), and has rarely seen such busy times like right now.
Unfortunately, due to a server crash some time ago, there is no distribution for download.
Usually you can get it here:

http://amiblitz.amiforce.de

Reminds me to prepare a new distribution.

The latest snapshot can be found at sourceforge (but remember to restore the executalbe flags, i wonder how other developer deal with this problem with SVN).

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Re: Cubic IDE and Basic
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@AlfaR0me0

Yes, it works on all Platforms except AROS (due to no 68k support).
Only thing that might get problematic is the debugger, since unlike MOS, OS4 has some important instructions missing. (AFAIU). I dont know if this has been fixed yet.

From v3.5 on, the compiler can be used stand alone via CLI, so it should be possible to use it within CubicIDE or with any other texteditor/IDE. However, PED should be fine too.

P.S:
Amiblitz3 executables run under all above platforms (if you stick to the rules). The compiled code is just as fast as C, especially on modern HW (JIT friendly code). If needed, 68K, PPC or x86 inline Assembler can be used if even more optimization is needed for speed critical sections.
The runtime library (the "Inlcudes") support "mordern" things like 24bit GFX, AHI, many file formats (incl. png, jpeg, bmp, iff, wav, aiff, mp3 read/write), TCP/IP, etc. etc.
On the other hand, due to the those features, it is not really what you epect if you talk about a BASIC language.


Edited by Wanderer on 2010/1/30 15:58:21
Edited by Wanderer on 2010/1/30 16:00:26
Edited by Wanderer on 2010/1/30 16:02:42
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Re: Gloom deluxe
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@AmiDog

Yes, but I remember there was a Deluxe Edition that ran in 1:1 Pixel mode on my Cybervision 64 3D, however quite slow. Must be very fast on WinUAE nowadays...

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Re: 24" monitors.. 1920x1080 or 1920x1200 ?
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@jahc

All Monitors i have seen in shops have square Pixels (if used in native Resolution) => 1920x1080 Monitor is physically less high than a 1920x1200 Mionitor.

If this was your question.

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Re: 24" monitors.. 1920x1080 or 1920x1200 ?
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@jahc

1920x1200 is much better to work on. Dont know if that amkes problems on Amigas, I use WinUAE and it works fine.

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Re: OpenAmiga Ideas (Voice Recognition?)
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@jaokim

Sphinx is a full blown Recognizer, but who should create the model files? This is too demanding for hobby work.


Edited by Wanderer on 2009/7/15 20:11:56
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Re: OpenAmiga Ideas (Voice Recognition?)
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@TSK

There is a FLITE (Festival Lite) port in Aminet:

http://aminet.net/search?query=flite

However, Engine and Models Files are two things.

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Re: OpenAmiga Ideas (Voice Recognition?)
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@afxgroup

I am working professionally on both, Speech Recognition and Speech Synthesis.

Speech Recognition can be from single word recognition to a full blown dictation system. First would be doable, second is too hard to do it in free time, not neccessarily the engine, but the model files for the various languages.

Synthesis can be done; it's quite some work but doable.
I wrote alleady a Speech Synthesizer for AmigaOS, I just have not a wide choice of voices yet, I am still experimenting with my own one (German). I got samples from a British English speaker who is really good. But I wanted to create an American English voice first. I got some volunteers, but they are not professional speakers, so the resulting voice would also not sound professional. If there are people reading with an educated voice, please contact me.


Edited by Wanderer on 2009/7/13 15:27:35
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Re: Ken's Icons 2009!
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@padrino

I implemented a new GUI toolkit that uses image scaling on-the-fly. A simple library seemed not to be necessary as people didnt wanted/needed it.

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Re: Ken's Icons 2009!
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@Ken

The large Icons look cool.

with tthe right scaling alogrithm, they would be usable for different resolutions.

Resized Image

However, the 256x256 ones have too tiny details compared to their size, its hard to get them work on smaller scale.

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Re: Does anyone want to help develop Amiga games?
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@Cammy

Maybe you should add VOW, if you list "top secret games" already...
Note: There is no public homepage, only for developors. Maybe I should make one?


The Voyage of the Wanderer

Description: Action RPG/Adventure
Gameplay: You walk around in an incredably huge all-on-one-map world, seen from 30? ISO perspective. Follow the main plot, but meanwhile you fight monsters, collect items, complete side-quests and improve your character(s).
Chipset: 24bit RTG/AHI
OS: OS3.1+
Game Type: hum? - dunno.
Help Needed: classic pencil&paper drawing artist, colorizer, 3D modeller/animator, musician, story teller
Contact: Email us at: support AT hd-rec DOT de

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Re: Amiblitz3 new version
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@broadblues

I added a secutiry check to PED. If the font widths are not the same, it will use the softstyle version of the normal font. That should be a reasonable workaround.

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Re: Amiblitz3 new version
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@All

Let me explain.

The "unusual" stuff that PED does is to mix Bold, Italic and Normal Fonts in the same FIXFONT textdisplay, while assuming that all characters have the same width.

For Softstyle, this is true for all fonts. PED used Softstyle in previous versions. (Softstyle = load ONE font, and do the different style by bitmap-manipulation, e.g. by blitting two times the font by 1 pixel shifted for simulating bold).

Recently, I added the feature that PED opens the font directly with the styles set, means opening THREE Fonts, one for normal, one for bold and one for italic. This allows the Font engine to render different Bitmaps from different Outlines => smoother and more realistic results. However, it seems like that in that case, not all Fonts Versions share the same pixel-Width.
I guess many programs get into trouble if that happens, it is just rarely used.

I dont think that Bernd hacked anything in AfA Font rendering, you can set the Kerning manually in the True-Type Manager program. I only guess that the rendering engine decides for a different pixelwidth in the normal version, that all.
OS4 is the one who doesn't behave consistantly, depending if AA is switched on or off. Does that make sense? nah!

So to avoid this problem on OS4:

- switch "bold tokens" off in IDE Preferences

or

- choose a font that has the same width in all versions, shouldn't be too hard.

Fixing this in PED is kind of problematic. Any suggestions are welcome how to handle such a problem.

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Re: Amiblitz3 new version
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@broadblues

Vera Sans Mono looks on AfA OS with Anti-Aliasing ok:

OS4: _______________________ Afa OS:
Resized ImageResized Image

/*
... obsolete text deleted ...
*/

P.S.: Ok, I found the reason.
The "normal" and "italic" version of Vera Sans Mono are 1 pixel more narrow on OS4 than the "bold" version.
On AfA OS, all versions have the width of the bold version.
The Texteditor PED estimates the possitions according the width of the "normal" version.

Conclusion: This is hard to fix (how to fix this at all?)
Solution: use another font that has the same width on all versions.


Edited by Wanderer on 2009/5/11 17:00:28
Edited by Wanderer on 2009/5/11 17:01:09
Edited by Wanderer on 2009/5/11 17:02:10
Edited by Wanderer on 2009/5/11 17:06:27
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Re: Amiblitz3 new version
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@kas1e

The gfx is mostly done by myself. The house scribbles are from a drawing artist.
There is no demo yet. This is just a scenery I set up in Amiblitz3's MapEdit. The editor will be included in future releases and provides an easy interface to use the Maps in your game. (e.g can render any area and layer of the map into any given RastPort).
It can be used for simple maps, but also for quite complex maps, including displacement maps for pseudo 3D. But it is not finished yet, that's why no real release.

Resized Image

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Re: Amiblitz3 new version
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@unimon

The problem it that PED assumes the NORMAL, BOLD and ITALIC Version of a fix-font to be the same width.
Actually, this is required to make sense in a programming language Editor, since you want all characters exactly in a 2D Matrix.

I can recommend Lucida Console from Windoze, it is really good for programming, because it has quite large letters compared to it total height and is rendered quite clear.

Yours (kind of Courrier?): ________ Lucida Console (14pix):
Resized ImageResized Image


Edited by Wanderer on 2009/5/11 14:50:08
Edited by Wanderer on 2009/5/11 14:55:38
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