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Some pocket computer suggestions

Started by Geforce Fan, 08 June 2014 - 02:18 AM
Geforce Fan #1
Posted 08 June 2014 - 04:18 AM
Cutting to the chase, I have two pocket computer suggestions:
1. Don't dim the background when using – Maybe a setting to configure this, but think about it. You want a pocket computer so you can get a quick glimpse but also still see your surroundings incase something's going on.
2. Ability to rotate pocket computers – They're hand-helds, so you could do it if they where real. Maybe have some events when it happens. It would really help for Pocket Computer gaming.
3. Fix the edit program – Line numbers are cut off. This. Is. Annoying. And. Difficult.
Edited on 08 June 2014 - 02:22 AM
theoriginalbit #2
Posted 08 June 2014 - 04:22 AM
Don't dim the background when using
that is a Minecraft mechanic when opening a GUI, I'm not sure that logic can be overridden.
Sebra #3
Posted 08 June 2014 - 10:11 AM
1.Can anyone explain why it seems so hard to make it looks maplike in game? Is it demands all player around to see screen?
2.Why not, but why you need it? This will mess up programs with screen size stored.
3.This should be in "Bugs".
theoriginalbit #4
Posted 08 June 2014 - 10:20 AM
1.Can anyone explain why it seems so hard to make it looks maplike in game? Is it demands all player around to see screen?
Well the bandwidth overhead is the first thing to consider, sending all that data out to users around the player so they can see it too. The second thing to consider is mouse and keyboard input (especially that of WASD), how does that get to the computer if its map-like?

2.Why not, but why you need it? This will mess up programs with screen size stored.
Well there is now the term_resize event
Bomb Bloke #5
Posted 08 June 2014 - 10:50 AM
A catch to rotating a pocket computer is that their column count (26) exceeds their row count (20 - though it looks the other way around, due to characters being non-squares).

Rotating them would make them thinner and longer (20x26!), not wider and shorter.

Edit:

Well I suppose that's forgetting that it's really a matter of pixels, not characters.

Each character is something like 12x18 pixels. Thus a 26x20 character panel would be 312x360 pixels, and a 360x312 pixel panel would be 30x17 characters.
Edited on 08 June 2014 - 09:40 AM
Sebra #6
Posted 08 June 2014 - 11:38 AM
1.Can anyone explain why it seems so hard to make it looks maplike in game? Is it demands all player around to see screen?
Well the bandwidth overhead is the first thing to consider, sending all that data out to users around the player so they can see it too. The second thing to consider is mouse and keyboard input (especially that of WASD), how does that get to the computer if its map-like?
Why other players should see screen data? Let them see "turned on pda" while real user see real screen.
If I miss that and PDA can use mouse too, then it can be made to hold in hands like map, but gui if rightclicked.
theoriginalbit #7
Posted 08 June 2014 - 11:42 AM
Why other players should see screen data? Let them see "turned on pda" while real user see real screen.
because that's what a map does.

If I miss that and PDA can use mouse too, then it can be made to hold in hands like map, but gui if rightclicked.
okay so it would render/run while in your hand, but when right-clicked it would bring up a GUI like normal… right… so what's the point of it being like a map then? if to interact with it requires opening its GUI anyway…
Sebra #8
Posted 08 June 2014 - 11:59 AM
because that's what a map does.
… and it cannot be changed?
Comp shows "turned on comp" outside gui.
AFAIK it is client's job to show picture to the player. And client knows who are the real player is.
okay so it would render/run while in your hand, but when right-clicked it would bring up a GUI like normal… right… so what's the point of it being like a map then? if to interact with it requires opening its GUI anyway…
The point is to show the player some info while he is able to walk around.
1.Current GPS coords, moving direction and corrections;
2.Proximity to some points of interests, active modems encountered etc;
3.Some info about world you want to know (Dan200 twitter for example).
Lignum #9
Posted 08 June 2014 - 12:13 PM
that is a Minecraft mechanic when opening a GUI, I'm not sure that logic can be overridden.
It can be. In fact it's a method that needs to be called when rendering the GUI. Otherwise the entire game would be dimmed because the HUD is a GUI.
Geforce Fan #10
Posted 08 June 2014 - 07:25 PM
why must you hijack my topic?
Sebra #11
Posted 08 June 2014 - 10:00 PM
Why hijack? Map-like usage is a variant of "Don't dim the background when using". Better variant in my opinion.
And Yes, if it possible, that damned black curtain around all computers gui should be eliminated.

And Yes, after some comment, I completely agree with your second idea.

Third is just a bug.
cptdeath58 #12
Posted 12 June 2014 - 02:42 AM
because that's what a map does.
… and it cannot be changed?
Comp shows "turned on comp" outside gui.
AFAIK it is client's job to show picture to the player. And client knows who are the real player is.
okay so it would render/run while in your hand, but when right-clicked it would bring up a GUI like normal… right… so what's the point of it being like a map then? if to interact with it requires opening its GUI anyway…
The point is to show the player some info while he is able to walk around.
1.Current GPS coords, moving direction and corrections;
2.Proximity to some points of interests, active modems encountered etc;
3.Some info about world you want to know (Dan200 twitter for example).
Some People have OpenCCSensors. And some people have Nuclear Reactors. you may have a split second thing to do before it goes Boom! so if you could run, then you would be able to reach it in time and disable it. It can also help warn about mobs in an area.
1. Yes, Remove it if possible.
2. Erm, would screw up the Pocket Comp.
3. Dude, this is a bug. put that in the bugs section.
Geforce Fan #13
Posted 12 June 2014 - 03:27 AM
It would not. We already have a term.resize event.
Don't reply to the hijackers– when people break the rules it's best to ignore, and report if it's major
Bomb Bloke #14
Posted 12 June 2014 - 03:54 AM
I think you're confusing the term "hijack" with "discuss".
Cranium #15
Posted 12 June 2014 - 05:36 AM
I see no hijacking here. Carry on.
apemanzilla #16
Posted 14 June 2014 - 03:49 PM
Hijacking:
Oh hey everyone go check out this random program I made with almost no relation to anything here, but it uses the term_resize event! It's so cool!
Discussing:
Well what if we made it render as a map when held but showed the whole interactive GUI when you right clicked it?
Slash0mega #17
Posted 15 June 2014 - 11:59 AM
er, why would rendering the computer being held be a problem? we do it all the time with monitors.

and here is what can be done about inputs. if you right click it will open the computer screen as per normal, just like activating a computer with a monitor hooked up.
theoriginalbit #18
Posted 15 June 2014 - 12:14 PM
er, why would rendering the computer being held be a problem? we do it all the time with monitors.
because it isn't expected that monitors allow keyboard input as well as left/right mouse input.
Bomb Bloke #19
Posted 15 June 2014 - 12:24 PM
"It's not expected due to how it worked before" is an argument that could be thrown at any suggestion for change. Personally I reckon it'd be quite intuitive.
theoriginalbit #20
Posted 15 June 2014 - 12:26 PM
Slash0mega had tried to make a comparison that we don't do it with monitors, I was simply stating the difference between a monitor and a portable computer.
Geforce Fan #21
Posted 16 June 2014 - 09:30 AM
the problem with map computers, in my opinion, is that it doesn't quite fit the theme of computercraft.