Sep 17 2013, 12:17 am
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0-100% is what Photoshop uses. Blech.
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For graphic design, it makes sense since it's rather intuitive. In games, 0-255 makes more sense as that matches the numeric range it spans.
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In response to Topkasa
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Topkasa wrote:
For graphic design, it makes sense since it's rather intuitive. In games, 0-255 makes more sense as that matches the numeric range it spans. Why is it intuitive to use the exact color range and obfuscate alpha levels? I can understand using it for opacity, but to never let you directly set the alpha level in a program as powerful as Photoshop is incredibly unintuitive. |
It's because graphic designers aren't programmers. To us, it's more intuitive to think of the values as their real datatype value. Whereas, for graphics designers, it's kind of understood that they don't really care about base 2 data values.
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That's only when dealing with 24-bit (sometimes + alpha) colour. Professional colour space can go up to, what, 16 or even 32 bits per channel?
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In response to Ter13
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Ter13 wrote:
0.0 to 1.0 is the only other valid option. 0 to 100 is... a needless abstraction. I figured either 0 to 255 or 0 to 1 made the most sense, which is why I sought opinions on which would be better. 255 seemed like a natural choice given that so many BYOND games already work with this scale for colors when handling icons. Asking for feedback confirmed that more developers found the 0 to 255 scale natural. On top of that, the 0 to 1 scale would introduce rounding errors, as people might try things like setting alpha=0.5 and wondering why it's actually fractionally higher (since internally, it'd become 128). Technically of course, any scale is an abstraction, the raw value just as much as going with 0 to 1 or 0 to 100. |
I meant insofar as conversion:
s = 87 s = 0.443 Both are clearly abstractions, yes, I agree, but the 0 to 100 is just a little bit less sensible as it's just a little bit harder to work with. Not... much, but still. Sensibility came to bear, and the right choice was made, despite my initial support of 0.0 to 1.0, which I later withdrew and supported 0 to 255 range. |
In response to Ter13
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Ter13 wrote:
Both are clearly abstractions, yes, I agree, but the 0 to 100 is just a little bit less sensible as it's just a little bit harder to work with. Not... much, but still. Sensibility came to bear, and the right choice was made, despite my initial support of 0.0 to 1.0, which I later withdrew and supported 0 to 255 range. Obviously, I'm happy with the 0-255 (for reasons I stated in Lummox's original discussion thread on this aspect), but between the other two options, here is how I see it (just for the sake of conversation): To me, 0-100 makes much more sense than 0.0-1.0. But that's because my brain has never made the full switch into "programmer". I still retain a great deal of "layman" thought processes. And in that mindset, it's much more intuitive to me to think of it in terms of 0-100 percentages, rather than a sort of "shades between fully Off (0) and fully On (1)" That sort of thinking is just not "normal" outside of the world of programming/computing. It's much simpler to think "I want a slightly more than half-opaque icon." and decide on 60% rather than 0.6. Obviously, they are completely equivalent scales, just shifted a couple of decimal places. But my brain is trained to think in terms of percentages. But again, 0-255 is better than both, so I think we ended up with the right one! [Edit:] Which is a seemingly contradictory thing for me to say, I know...lol To say on one hand that 0-100 is better because it makes more sense based on outside-of-programming usage/experience, but then to say that 0-255 scale (which is even more programming/computer-land specific) is better than that... I can't really explain that contradiction, other than to offer up that 0-255 is how the other three channels are usually handled (not just BYOND, but elsewhere where RGB comes into play), so in this specific use, it is something I'm now used to working with. |
So what's new with the visuals? How are the new transformations an improvement over the old icon procs like Scale(), Turn(), Blend(), and rgb()?
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In response to Warlord Fred
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Warlord Fred wrote:
So what's new with the visuals? How are the new transformations an improvement over the old icon procs like Scale(), Turn(), Blend(), and rgb()? http://www.byond.com/forum/?post=1376026 |
In response to Vrocaan
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Vrocaan wrote:
http://www.byond.com/forum/?post=1376026 That's a lot more impressive than the update announcement led me to believe. Very nice. |
In response to Warlord Fred
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Yeah, it's a big improvement in that you're no longer required to generate huge icon files (or many small ones, which is way worse) to show rotations, and animation can be done on the fly by the cilent, which can take a crapload of work off the server when it comes to special effects.
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In response to ZephyreSyx
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ZephyreSyx wrote:
meh.. It's alright. You can still generate huge icon files for rotations if you really want to. |
In response to ZephyreSyx
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ZephyreSyx wrote:
meh.. We don't appreciate your kind. |
In response to Vrocaan
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It's fine; either he doesn't see the significance of the update or doesn't think it's relevant to his games or the games he plays. I would beg to disagree, but he's entitled to his opinion.
Myself, I can't wait to see what games make of these new features. The "Breaking in animate()" thread is like a candy kitchen right now, showcasing all kinds of goodies. |
In response to Lummox JR
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Lummox JR wrote:
he doesn't see the significance of the update I Myself, I can't wait to see what games make of these new features. The "Breaking in animate()" thread is like a candy kitchen right now, showcasing all kinds of goodies. I couldn't of said it better. I fell in love all over again when v500 dropped. |