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x and y coordinates

PostPosted: Sat Sep 18, 2010 2:38 pm
by savvy
on the "actor control" menu, can we please have a bit which shows the x and y values of the actor selected, it would help when for example we need an actor to go back to where it spawned without guessing loads of times.

Re: x and y coordinates

PostPosted: Sat Sep 18, 2010 4:51 pm
by akr
Thats a good idea. Will try to get it into the upcoming 1.5 alpha

Re: x and y coordinates

PostPosted: Sat Sep 18, 2010 5:00 pm
by Game A Gogo
even though while you click on an actor it shows the actor's coordinate (Not the mouse coordinate) in the top bar
but it'd be more handy in the actor panel indeed

Re: x and y coordinates

PostPosted: Sun Sep 19, 2010 7:56 am
by akr
thanks for that comment. Having it in the title bar is sufficient.

Re: x and y coordinates

PostPosted: Sun Sep 19, 2010 11:13 am
by Game A Gogo
Sufficient yes
But inconvenient when actors are all over each other, it's annoying having to press Ctrl+Click trying to get the right actor, when there's the actor icon that overlays the x coordinate
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Re: x and y coordinates

PostPosted: Sun Oct 17, 2010 4:25 am
by NightOfHorror
Can we have a thing on GE called the grid? I am tired of one million trials and errors to find right x and y coordinates

Re: x and y coordinates

PostPosted: Sun Oct 17, 2010 5:18 am
by TSO
NightOfHorror wrote:Can we have a thing on GE called the grid? I am tired of one million trials and errors to find right x and y coordinates


I think you mean have the grid numbered.... at the least from the center point out...
May help a lot...
I've dealt with mass changing of x,y coordnits but it would save a couple hours worth when I start pushing past 5 levels to 30... + testing time....

Re: x and y coordinates

PostPosted: Sun Oct 17, 2010 3:55 pm
by NightOfHorror
TSO wrote:
NightOfHorror wrote:Can we have a thing on GE called the grid? I am tired of one million trials and errors to find right x and y coordinates


I think you mean have the grid numbered.... at the least from the center point out...
May help a lot...
I've dealt with mass changing of x,y coordnits but it would save a couple hours worth when I start pushing past 5 levels to 30... + testing time....

Exactly. :D