Replies: 4 comments 5 replies
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Clever way to get around the backwards compat, and good thinking to have an eye on interop. |
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Hey, that's cool -- yeah it's definitely on my radar as I've seen the request a bunch of times as well! In your own usage, roughly how many extra colours have you found useful to add, before they're not really distinct enough to stand out from others at a glance? Just trying to gauge whether it's something that can be solved with a few extra presets, or if a whole customization is really required! Also, just out of curiosity, what is the 'debugging' option you've added there? :) |
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One last additional thought. If the custom colors ends up being the route you take, it might be a good idea to show disconnected state in a different way like a dotted or dashed line to make it distinct from a black wire. Alternatively, if you end up simply adding more color enums, a black wire (or near black really) might be one more to throw in there, provided the same idea that disconnected state would probably be best rendered in an different style. |
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Actually, there are some features that I'd expect to have in this implementation:
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I know being able to add/change pin colours is one of the many things everyone echos wanting. Is this something likely to be on your radar? I also wanted this feature so went away and have implemented it into a useable state.
Currently only 2 bugs exist, one crashes the game if the player decides they don't want any colours anymore and deletes them all, but this does give them colours back on next load. easily preventable but as its only been me using it so far not bothered.
The other is that if you wire a pin to a subchip and then view the chip all while paused in the same step, the subchip input pin colour shows as disconnected rather than the colour on pin and wire disconnected. This has no impact as will update along with the wire on the next step anyway. I just for the life of me couldn't figure out exactly what allows the subchip input pins to load colours during pause.
Currently this works with existing saves. Instead of saving the colour as an int for each input pin in, it instead saves the name, in case they copy across chips from other projects. If it cannot find the colour by name it checks if it is instead a valid index(to support existing saves) in the colour system and if not returns the default colour of the first colour available. It stores the values and names of the custom colours in the project description.
Would be happy to try and fix those 2 bugs if its something you'd be interested in. was also thinking about instead using hex values in the menu and using your colour picker from the chip customization to improve the UI but as its only been for me so far i've been happy with using RGB vals instead.



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