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Hey everyone. I wrote this menu system for my app Codea (and upcoming shader editor, Shade). The traffic from here has killed my site, so I've posted some twee
by interpol_p 8y ago
Hey everyone. I wrote this menu system for my app Codea (and upcoming shader editor, Shade).
The traffic from here has killed my site, so I've posted some tweets showing it in action and am happy to talk about how it works / what purpose it serves.
I'll post the details and media in this twitter thread if anyone is interested
https://twitter.com/twolivesleft/status/1081485321588531201 https://twitter.com/twolivesleft/status/1081485321588531201
- subfay 8y agoGet a CDN from Cloudflare, takes 5min + 5min distribution and makes many people happy.
- interpol_p 8y agoThank you for the advice, doing it now
- subfay 8y agoNice and looking fwd!
- mch82 8y agoEdit menus in iOS feel clunky, especially with overflow options, but the contextual relevance feels right. Did you experiment with improving on the Edit menus on your way to choosing a custom solution? Edit menus: https://developer.apple.com/design/human-interface-guidelines/ios/controls/edit-menus/ https://developer.apple.com/design/human-interface-guideline...
- interpol_p 8y agoYeah the overflow really kills them. But they are really well known by iOS users so it's a big step to not have them in a text editor. I haven't tried writing a replacement, but these new menus came more from a need for non-contextual features. Access to code tabs, dependencies, documentation, and assets being the main ones. The contextual features in the code editor were often handled by the keyboard accessory in Codea (the bar that sits above the on-screen keyboard, or at the bottom of the screen if a hardware keyboard is attached). The new "Edit" menu also gave me an opportunity to make contextual features (comment selection, indent code, etc) more explicit and less hidden.
- mch82 8y agoGreat work on Codea! I think you’re pushing the boundaries on making an iPad a standalone professional tool. Any chance Codea support for other programming languages is on the horizon? What do you think about graphical languages like Blockly, Blueprints, Workflow, and WebGME? - Blockly: https://developers.google.com/blockly/ https://developers.google.com/blockly/ - Blueprints: https://docs.unrealengine.com/en-us/Engine/Blueprints https://docs.unrealengine.com/en-us/Engine/Blueprints - Workflow: https://www.workflow.is/ https://www.workflow.is/ - WebGME: https://webgme.org/ https://webgme.org/
- interpol_p 8y agoThank you! I've been working on a new app called Shade that's a visual shader editor. It's really made me fall in love with the node graph representation of logic. https://twitter.com/johntwolives/status/1081513719694159873/video/1 https://twitter.com/johntwolives/status/1081513719694159873/... I enjoy using Workflow (now Shortcuts). And I'm continuously impressed with Blueprints. I think there's still something emotionally different about writing code. Like it hooks in to the part of your brain that deals with language in a way that visual tools don't. I don't think that makes it better, but it makes it feels different. Whatever visual systems we experiment with, I hope to keep thinking about writing and the feeling of writing when we build tools to solve logical problems.
- interpol_p 8y agoApologies I had the wrong link in my clipboard, the actual twitter thread is here: https://twitter.com/twolivesleft/status/1081485806936543233 https://twitter.com/twolivesleft/status/1081485806936543233
- wool_gather 8y agoReally nice work, and thank you for sharing! The attention to detail especially in Part II is inspiring! I absolutely loved the tint change based on the view behind. That's the kind of extra care that makes a UI subtly feel completely natural and pleasant to use, even if it never consciously registers. (In fact, not consciously registering is probably part of the magic.)