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protheonX

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  1. Each time I look over the current candidate format structure I think "If I were editing this by hand would I know what it means and can I intuitively add an attribute that isn't present?" If I didn't already know what C1 & C2 were I might be confused. Since they only deal with the curve_type could they be named curve_control_point_1 or curve_c1? The same goes for pivotx and pivoty. If I were just trying to type them into a SCML file I would probably try x_pivot and y_pivot because that is how the scale and z order attributes are named. I realize these are minor things but everyone has been hitting the big issues of how things work so I thought I would look at usability of the format outside the editor. Oh and I agree relative pivots points and blend modes are good ideas.
  2. Personally I would prefer the color be separated into RGB values because most times with color I am using a function like glColor3f, a Direct3D macro like D3DCOLOR_ARGB, or editing a tint color for a material in the Unity editor that already has them in that format. Although those examples use different scales I would think using normalized floats for the RGB values and the Opacity would help make things more consistent. This way scaling, color, and opacity would all be 0.0 -1.0 values. I was tempted to say that for angle but it's just easier to work with when it's 0-360.
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