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Author Topic: Ux Architect  (Read 3450 times)

Hectobleezy

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« Reply #135 on: June 10, 2004, 11:09:00 PM »

sleeping.gif
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Hectobleezy

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Ux Architect
« Reply #136 on: June 15, 2004, 12:41:00 AM »

QUOTE (love_tropicana @ Jun 15 2004, 01:20 AM)

Only problem, there is no UXA usergroup smile.gif Either you forgot to make one or i am really this stupid.. Because i just cannot seem to ask for access to UXA forum.
The only usergroups availible is:
UnleashX Devs+Beta
Avalaunch Devs+Beta
Moderator


This silly rabbit is in need of some knowing guidance smile.gif


w0000t, new build.. happy happy happy  biggrin.gif

Its ther, I posted a welcome message, the UXA thread is under "tools"
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Hectobleezy

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« Reply #137 on: June 15, 2004, 01:47:00 AM »

Ok. alpha1.6b is on the FTP. I enabled an old feature that you guys might like. Its been in ther since I added the whole projects feature. I just finished tweaking it. You guys will see it when UXA starts up. Ther is no missing it. Tell me what you think.

Whats left?
1. That bug I discovered when importing custom fonts.
2. Once I read up on this, UXA will resize the Background  image when the ScreenSize resolution is changed.
3. Any new bugs you guys report.

Bleezy-
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magemasher89

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« Reply #138 on: June 15, 2004, 03:49:00 AM »

beerchug.gif
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love_tropicana

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« Reply #139 on: June 15, 2004, 05:30:00 AM »

QUOTE (Hectobleezy @ Jun 15 2004, 10:47 AM)
Ok. alpha1.6b is on the FTP. I enabled an old feature that you guys might like. Its been in ther since I added the whole projects feature. I just finished tweaking it. You guys will see it when UXA starts up. Ther is no missing it. Tell me what you think.

Whats left?
1. That bug I discovered when importing custom fonts.
2. Once I read up on this, UXA will resize the Background  image when the ScreenSize resolution is changed.
3. Any new bugs you guys report.

Bleezy-

4) Will you consider letting the changes done to the menu under visuals tab reflect on the menus showing under the other tabs. It's no biggie but it would look better.
That's how i feel about it anyway, hopefully you'll consider it.

I liked the last added future, i wasn't there when it was present before. I like it, it looks neat and work great. I'll try some more hunting.

cheers!
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Hectobleezy

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« Reply #140 on: June 15, 2004, 06:29:00 AM »

QUOTE (magemasher89 @ Jun 15 2004, 04:49 AM)
So, I ask again. Is there any way we can get this download yet? if so point us to it so we can start using it. If not, then please let us know very soon. Thank you Again.

beerchug.gif

I thought I gave you the login info????
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Hectobleezy

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« Reply #141 on: June 15, 2004, 06:40:00 AM »

QUOTE (love_tropicana @ Jun 15 2004, 06:30 AM)
4) Will you consider letting the changes done to the menu under visuals tab reflect on the menus showing under the other tabs. It's no biggie but it would look better.
That's how i feel about it anyway, hopefully you'll consider it.

I liked the last added future, i wasn't there when it was present before. I like it, it looks neat and work great. I'll try some more hunting.

cheers!

They are seperate. The main tab has the menu stuff. the only thing you can do in the text items is insert a  free menu item. EVERYTHING must be in a central location, i cannot add the same "setting" to all the pages. Thats clutter and will confuse people. one place for 1 thing. Thank you for your sugestion, but it would require me recoding a big chunk of uxa. Im not willing to do that. we are close to a release. anyways, its just a couple of mouse clicks to get to the other tab.

EDIT>>I dont mean any disrespect, your coming in when the testing is mainly over. Thats sumthing i would have considered when i first announced this project  a few months ago. If it was critical, I would change it, but so far Ive had no major complaints that its "complicated" i gotta make it easy to use. I hope you understand.
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Hectobleezy

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« Reply #142 on: June 15, 2004, 06:59:00 AM »

BTW, the new feature is a welcome page. Lists all your recent projects and gives you quick access to the main features right away, mainly import.

Everyone, I swear we are very close to a release. Once I work on the importing custom fonts issue, I will do a prerelease. Keep in mind the prerelease will only be available for a few hours. If all goes well ther, then i keep it open.
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Hectobleezy

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« Reply #143 on: June 15, 2004, 07:46:00 AM »

I tried to find the thread to find out wich screenresolutions resize the background. I couldnt, Thats the last thng I need to work on. I feel like PM'ng UnleashX, but I know he is a busy person, and ive bothered him enough. If you guys know the info, please post it.
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love_tropicana

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« Reply #144 on: June 15, 2004, 07:59:00 AM »

QUOTE (Hectobleezy @ Jun 15 2004, 03:40 PM)
They are seperate. The main tab has the menu stuff. the only thing you can do in the text items is insert a  free menu item. EVERYTHING must be in a central location, i cannot add the same "setting" to all the pages. Thats clutter and will confuse people. one place for 1 thing. Thank you for your sugestion, but it would require me recoding a big chunk of uxa. Im not willing to do that. we are close to a release. anyways, its just a couple of mouse clicks to get to the other tab.

EDIT>>I dont mean any disrespect, your coming in when the testing is mainly over. Thats sumthing i would have considered when i first announced this project  a few months ago. If it was critical, I would change it, but so far Ive had no major complaints that its "complicated" i gotta make it easy to use. I hope you understand.

Hey don't worry about it, i'm not an easily offended person. It was just an idea to implement or not that is totally up to you, i don't think anyone is in a position to be demanding things anyway smile.gif

Anyway, i've played around with her some more and i found another bug.

1) Edit Item - Opacity.
If a skin has a setting with an amount of opacity other than 100, it will go back to 100 when you open the skin both as an UXA Project and when importing skin.xml.
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Hectobleezy

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« Reply #145 on: June 15, 2004, 08:02:00 AM »

QUOTE (love_tropicana @ Jun 15 2004, 08:59 AM)
1) Edit Item - Opacity.
If a skin has a setting with an amount of opacity other than 100, it will go back to 100 when you open the skin both as an UXA Project and when importing skin.xml.

Any item? images, shapes and game icon?
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love_tropicana

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« Reply #146 on: June 15, 2004, 08:09:00 AM »

Game Preview cannot be altered with the opacity and the same goes for Shapes.
Preview Icon and Images are the ones wich gets resetted.

Sorry, should have been more clear.
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Hectobleezy

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« Reply #147 on: June 15, 2004, 08:29:00 AM »

QUOTE (love_tropicana @ Jun 15 2004, 08:59 AM)
1) Edit Item - Opacity.
If a skin has a setting with an amount of opacity other than 100, it will go back to 100 when you open the skin both as an UXA Project and when importing skin.xml.

Fixed

EDIT>> ther is no opacity setting for shapes. thats all done with the color values.
And I took your suggestion and moved 1 thing away from the text items and moved it to the main menu items
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love_tropicana

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« Reply #148 on: June 15, 2004, 09:20:00 AM »

QUOTE (Hectobleezy @ Jun 15 2004, 05:29 PM)
Fixed

EDIT>> ther is no opacity setting for shapes. thats all done with the color values.
And I took your suggestion and moved 1 thing away from the text items and moved it to the main menu items

QUOTE
And I took your suggestion and moved 1 thing away from the text items and moved it to the main menu items


Whoa! I'm not sure but i think i explained myself poorly, what i was referring to was this :  user posted image , but since playing with it some more i've come to realize that it is probably meant for the menu changes reflected under visuals tab to appear on the other tabs... I concluded this since when loading up a skin the changes to the menu's color then will be on all tabs. This was what i was referring to, so to be honest i have no idea what you've just changed. Or maybe i'm just misreading what's written.. That would surely not be impossible. smile.gif
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mevinny

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« Reply #149 on: June 15, 2004, 09:22:00 AM »

QUOTE (Hectobleezy @ Jun 15 2004, 03:59 PM)
BTW, the new feature is a welcome page. Lists all your recent projects and gives you quick access to the main features right away, mainly import.

Everyone, I swear we are very close to a release. Once I work on the importing custom fonts issue, I will do a prerelease. Keep in mind the prerelease will only be available for a few hours. If all goes well ther, then i keep it open.

I think you have done a great job. You will not be able to fix every import issue of existing skins, as you said there is too many variables (spelling).

I only seen the under the settings for "UXA Settings" tab the only options the will enable are the "Enable Gridlines" all the others wont let me check the box.

Whoops I see one more. When importing an existing UXA skin and saving I get a "The given path's is not supported." error.
QUOTE
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.NotSupportedException: The given path's format is not supported.
   at MS.VisualBasic.FileSystem.FileCopy(String Source, String Destination)
   at UXArchitect.frmMain.MenuItem36_Click(Object sender, EventArgs e)
   at System.Windows.Forms.MenuItem.OnClick(EventArgs e)
   at System.Windows.Forms.MenuItemData.Execute()
   at System.Windows.Forms.Command.Invoke()
   at System.Windows.Forms.Control.WmCommand(Message& m)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ToolBar.WndProc(Message& m)
   at System.Windows.Forms.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 1.0.5000.0
    Win32 Version: 1.1.4322.573
    CodeBase: file:///c:/windows/MS.net/framework/v1.1.4322/mscorlib.dll
----------------------------------------
UXArchitect
    Assembly Version: 1.0.1626.21748
    Win32 Version: 1.0.1626.21748
    CodeBase: file:///C:/Program%20Files/UXArchitect/UXArchitect.exe
----------------------------------------
System.Windows.Forms
    Assembly Version: 1.0.5000.0
    Win32 Version: 1.1.4322.573
    CodeBase: file:///c:/windows/assembly/gac/system.windows.forms/1.0.5000.0__b77a5c561934e089/system.windows.forms.dll
----------------------------------------
System
    Assembly Version: 1.0.5000.0
    Win32 Version: 1.1.4322.573
    CodeBase: file:///c:/windows/assembly/gac/system/1.0.5000.0__b77a5c561934e089/system.dll
----------------------------------------
System.Drawing
    Assembly Version: 1.0.5000.0
    Win32 Version: 1.1.4322.573
    CodeBase: file:///c:/windows/assembly/gac/system.drawing/1.0.5000.0__b03f5f7f11d50a3a/system.drawing.dll
----------------------------------------
MS.VisualBasic
    Assembly Version: 7.0.5000.0
    Win32 Version: 7.10.3052.4
    CodeBase: file:///c:/windows/assembly/gac/MS.visualbasic/7.0.5000.0__b03f5f7f11d50a3a/MS.visualbasic.dll
----------------------------------------
AxInterop.SHDocVw
    Assembly Version: 1.1.0.0
    Win32 Version: 1.1.0.0
    CodeBase: file:///C:/Program%20Files/UXArchitect/AxInterop.SHDocVw.DLL
----------------------------------------
Accessibility
    Assembly Version: 1.0.5000.0
    Win32 Version: 1.1.4322.573
    CodeBase: file:///c:/windows/assembly/gac/accessibility/1.0.5000.0__b03f5f7f11d50a3a/accessibility.dll
----------------------------------------
Interop.SHDocVw
    Assembly Version: 1.1.0.0
    Win32 Version: 1.1.0.0
    CodeBase: file:///C:/Program%20Files/UXArchitect/Interop.SHDocVw.DLL
----------------------------------------
System.Xml
    Assembly Version: 1.0.5000.0
    Win32 Version: 1.1.4322.573
    CodeBase: file:///c:/windows/assembly/gac/system.xml/1.0.5000.0__b77a5c561934e089/system.xml.dll
----------------------------------------
C1.C1Zip
    Assembly Version: 1.1.20023.5
    Win32 Version: 1.1.20032.16
    CodeBase: file:///C:/Program%20Files/UXArchitect/C1.C1Zip.DLL
----------------------------------------

************** JIT Debugging **************
To enable just in time (JIT) debugging, the config file for this
application or machine (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the machine
rather than being handled by this dialog.


Again, I think this is a very good app and all the bugs I have reported have been fixed. Good Job beerchug.gif

mevinny
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