3 ms·
I agree it has some great upsides. I love the idea of localization, and version control is nice to easily revert changes, etc. Having a scalable comic that can
by eggbrain 14y ago
I agree it has some great upsides. I love the idea of localization, and version control is nice to easily revert changes, etc. Having a scalable comic that can change text on the fly is something that I've been hoping for for a long time.
But I think you're strongest element is the WYSIWYG editor, as most people aren't going to be coding from only the HTML view (unless they know what pose="-11,9|-5,117|-11,99" will look like in their heads). But the WYSIWIG interface is still pretty anemic, meaning I'm going to run into roadblocks faster (such as -- how do I create something like a tree? How can I add a hat to the man?).
- dr_win 14y agoI want to provide a nice blend between visual editing and source code editing (I'm a developer). Poses and transformations should be edited visually, but scene structure should be edited by hand via the code. This way you get total control over document structure. Creating good visual-only editor would require too much work and maybe it is not possible at all. Do you know any successful FrontPage-style HTML editor? Quite frankly, I don't need it myself, so that is the primary reason, I'm probably not going to build it at this point. Heads should be customizable in the future: https://github.com/darwin/cmx.js/blob/master/app/lib/cmx/entities/actor.coffee#L88 https://github.com/darwin/cmx.js/blob/master/app/lib/cmx/ent... Actually the system already supports attach points, so you can attach items to hands, foots and necks (right now the bubble is attached by default to a head bone). The last generic piece which is missing will be <drawing> element. Right now it just allows you to specify lines. In the future it will enable you to insert any SVG which is convertible down to paths. I will just resample them and convert them into XKCD-style lines while keeping other styling. This will enable you to insert arbitrary SVG drawings in the scene. I won't create web-based photoshop for SVGs, I will let you import SVG created in other tools as long it is convertible to paths. Imagine it as embedding bitmap images into HTML files. This will be similar idea.