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Refactor the graphics assets using vector #9
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The shapes were woobly and not clean, the baked PNG raster graphics needs a source SVG to generate and edit geometrical shapes. A simple bash script was also added to automatise export to PNG after tweaking the SVGs.
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Good job on the polishing, however, these textures look broken in the game as of now, because the circles don't exactly fit where they originally were. Screenshot here. Also, the lower-right 1px bars you took out from textures.pack.png are actually used by the game and must be included. I'm not sure what's the best way to deal with that without requiring manual intervention when converting from svg to png yet. Looks like the texture packs are in need of a re-organization anyway, since we no longer use the hold start texture (down arrow circle). I'll see what I can do about this later. |
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Oh, and also I don't think it's a good idea to keep the svgs and the script in the assets directory, because they'll be included in the android apk when built this way. Only stuff that's actually used by the game should be put there. |
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positions Hey, yes, I saw for the positioning ; but on the previous PNGs, the positions didn't make sens ; and certainly requires pixel offset to tweak in the code.On this refactor, I kept a 512x512px then split in 4 256x256px and centered circles to this 256x256. Let me know if the code can be adapted to simply adopt this cleaner design. 1px-bar deleted This I can fix, I thought is was an artifact; an unwanted bad crop graphics. My bad. moving stuff around Sure, I can also move them and adapt the bash script to export at the good place. What the path do you recommend ? |
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note; ha, indeed. Many tweaks in positionning : Deevad@252729f |
It probably could if the 1px bars are moved in a separate file, and they probably should be. As far as I understand, the reason why positioning is weird is because the bars are stuffed into the texture grid. I assume this was auto-generated. |
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The pack files are generated using https://github.com/kbz/SIFTrain/blob/master/desktop/src/com/fteams/siftrain/desktop/TextureSetup.java it loads the png files under /assets/images and packs them, I don't have any control over that |
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Ha , I see. Java things are out of my abilities. |
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had to update my comment as it was misleading. the pack files (.pack and .png texture files - atlas) are created using that class, which is part of the libgdx library. I like the idea behind this patch, but I haven't been able to play around with the code to verify it. And no worries, I credit any developers who provide patches, fixes and whatnot. |
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nice @kbz , take your time to review. I'm busy maintaining new episodes on http://www.peppercarrot.com/ , but if I can help to make this GUI part generation of SIFTrain cleaner, I'll do. With editable sources files as SVGs , it will be easier to upgrade the graphics ( + scale-up for hi-res screen with ease later ). |
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@kbz why are the source images not in the repo, though? |
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excluded in the .gitignore file, guess that was a mistake.. I'll re-include them. |
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Might be also a good idea to move them outside of the assets/ directory while you're at it. |
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@nexAkari : I promised you yesterday to redo this pull-request against actual master folder structure, but I failed to find time for it. I'll try to see later this week if I can redo it, but I'm traveling and it will depend wi-fi quality of my hotels. Do not hesitate to push the files yourself if you need them early. |
The shapes were woobly and not clean, the baked PNG raster graphics needs a source SVG to generate and edit geometrical shapes. A simple bash script was also added to automatise export to PNG after tweaking the SVGs.