i have no idea how to do this and have no coding skills whatsoever. i had the idea a while ago when i noticed that one cell took up four pixels on my screen. would it be possible to inlarge the drawable frame of tpt withought breaking older saves? possibly move them to one corner? if this larger frame quadrupled the number of cells i'm sure; that, the much greater potential for creativity and the sheer glee of having that much space o play with. would outweigh the possible loss of the windowed mode, lack of visibility in current saves and having a little over a third of the current framerate (i'm guessing framerate is not DIRECTLY proportional to frame size).
having a larger frame like this would allow for much more advanced electronics, much more detailed landscape saves, higher resolution artwork, increased awareness of the large scale mechanics of explosions (everyone loves a good hearty mushroom cloud) and goofing around on a grand scale! or, if you don't like the larger frame mechanic, possibly incorporating a drag/snap-across screen in conjunction with loading new frames, simillar to minecraft's chunk loading. so users could increase their workspace at the cost of framerate. this would also mean that people would be able to choose a workpane size wich suited them, it would however mean that uploading/opening larger saves would take longer, and people would make ridiculously large frames and complain about lag, this problem could be easily REDUCED by adding a rule ''don't make a massive frame then complain about lag, know how much your computer can handle!''.
when holding the cursor off the edge of the drawable frame, a thumbnail image of the frame on that side would be shown similar to the stamp menu, also like the stamp menu the thumbnail would have a delete option to allow the user to delete any unwanted frames. unfourtunately, having the ability to delete frames withought having that one as the current frame would give the user the ability to create unacesable, but still rendered frames, this could be completely stopped by adding a small program to detect when frames are not connected the current frame, and if it detects the user attempting to do this, a popup would be displayed reading 'you are atempting to create an island, doing so will delete these frames. (displays the thumbnails of island frames) are you sure you wish to continue? yes[deletes selected frame and island frames] / no[close the popup and cancel deletion]
another method of multiframe manuvering would be to have a frame map, linked to a hotkey, wich would display thumbnails of all existing frames in the correct layout and automatically pauses the game while open, users would simply click on the frame they wished to view, that frame would open and the game would unpause.
i realise that this would be very similar to the layers concept in that it involves multiple frames open and running at once, but a larger frame/workspace would be extremely usefull and i hope you like the idea.
use paragraphs.
Yes it would definitly break saves, No its not possible in tpt coding. I heard jacob1 say that before. It would also in general mess alot of people up. It limits us but challenges us. I just deal with it.
Agreed...
I don't think it's possible, and even with that much space,there isn't a need for all of it.
Cities? There's already a lot of space, but you could just make different saves showing different parts.
Electronics? Perhaps, but that's why we have Wifi and all those conductors.
Art? Given what I've seen, this might be a good idea, but the amount of detail you currently fit in the screen is sufficent.
Bombs? We've got Clone and its variants, plus the console, all of which can make efficient use of space.
Guns? As long as it causes destruction, it's a good gun.
Lasers? Life works well in heating up photons, and the number of photons doesn't always matter.
Conclusion: Three words: awesome, but impractical.
I, along with all of us, would like to see improvement in space. Mabye instead of making the screen bigger there could be a ZOOM OUT button that would allow the particles to become minimized and allowing more room to build then zoom back in to normal on other parts and it could connect several screens sizes worth of saves when zoomed out but would still stay inside the boarder. Possible?
What Im proposing is that if there was a minimization feature where pixles could shirnk into the smaller 'actuall size' pixles that the computer is made of (Kinda like this ex ---> . so even smaller that normal pixel size) and have it to where its possible to make even more on a screen becasue the pixels shrink and the screen 'enlarges' with the zoomed out pixles. Therefor it is very possible that the screen could hold more on it just not enlarge the window itself.
i have no idea how to do this and have no coding skills whatsoever. i had the idea a while ago when i noticed that one cell took up four pixels on my screen.
would it be possible to inlarge the drawable frame of tpt withought breaking older saves?
possibly move them to one corner? if this larger frame quadrupled the number of cells i'm sure; that, the much greater potential for creativity and the sheer glee of having that much space o play with.
would outweigh the possible loss of the windowed mode, lack of visibility in current saves and having a little over a third of the current framerate (i'm guessing framerate is not DIRECTLY proportional to frame size).
having a larger frame like this would allow for much more advanced electronics, much more detailed landscape saves, higher resolution artwork, increased awareness of the large scale mechanics of explosions (everyone loves a good hearty mushroom cloud) and goofing around on a grand scale! or, if you don't like the larger frame mechanic, possibly incorporating a drag/snap-across screen in conjunction with loading new frames, simillar to minecraft's chunk loading.
so users could increase their workspace at the cost of framerate. this would also mean that people would be able to choose a workpane size wich suited them, it would however mean that uploading/opening larger saves would take longer, and people would make ridiculously large frames and complain about lag, this problem could be easily REDUCED by adding a rule ''don't make a massive frame then complain about lag, know how much your computer can handle!''.
when holding the cursor off the edge of the drawable frame, a thumbnail image of the frame on that side would be shown similar to the stamp menu, also like the stamp menu the thumbnail would have a delete option to allow the user to delete any unwanted frames.
unfourtunately, having the ability to delete frames withought having that one as the current frame would give the user the ability to create unacesable, but still rendered frames, this could be completely stopped by adding a small program to detect when frames are not connected the current frame, and if it detects the user attempting to do this, a popup would be displayed reading 'you are atempting to create an island, doing so will delete these frames. (displays the thumbnails of island frames) are you sure you wish to continue?
yes[deletes selected frame and island frames] / no[close the popup and cancel deletion] another method of multiframe manuvering would be to have a frame map, linked to a hotkey, wich would display thumbnails of all existing frames in the correct layout and automatically pauses the game while open, users would simply click on the frame they wished to view, that frame would open and the game would unpause.
i realise that this would be very similar to the layers concept in that it involves multiple frames open and running at once, but a larger frame/workspace would be extremely usefull and i hope you like the idea.
by the way, sorry about the massive block of writing.
A bit easier to read.