Editor Wishlist/Coordination

Started by Calin Leafshade, Wed 27/10/2010 01:13:54

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subspark


hedgefield

Very cool. I wouldn't mind kicking around a few ideas sometime, I'm trying to build a Bioware style dialog module right now and I'd love to see how far we can take it with the engine code, even if just for structure and stuff. There has to be a better way for keeping track of dialog trees..

hedgefield

Oh and one more thing: a thicker automatic font outline. On light backgrounds that 1 pixel outline is barely enough to make a custom font readable. Being able to adjust the thickness of it would be super.

Knox

Not sure if this has been requested but being able to add bookmarks in the script editor would be really great (like in ultra-edit)

http://www.ultraedit.com/products/ultraedit/ultraedit_feature_map/technical_writer.html
--All that is necessary for evil to triumph is for good men to do nothing.

dbuske

I noticed that edited sprites flip back to 640x480.
It would be nice to have a check box to keep it at 320.
What if your blessings come through raindrops
What if your healing comes through tears...

Icey

I was thinking today and I thought of a great idea! maybe for rooms in the drop down menu there should be "Layers". With this you are able to spit the room in 3 or 2 layers, when changing to layer 2 the normal layer will become darker shade until you switch back.

Also the point of this for me right now is that I may want to make a flying game were you can equip a jet pack that let's you fly of the ground.

To do this the easy way.
  • 1. Just go to layer 2 and a walking area for the flying.

    Code: ags
    
    function region1_WalksOnto()
    {
    if(cego.View == 16){
    cego.CHangeView(17);
    room.SetLayer(2, eNoeffect);
    }
    }
    

  • 2.This is the code for when the player walks on region 2 in layer2
    Code: ags
    
    function region2_WalksOnto()
    {
    if(cego.View == 17){
    cego.CHangeView(16);
    room.SetLayer(1, eNoeffect);
    }
    }
    


    That's really all I can think of for my needs but I am pretty sure other people will find other ways to use it.

Knox

I was wondering if anyone else here thinks this could be a good idea:

When we create custom properties, if you want to access them, you need to click on the "..." button at the bottom then a window pops up showing you the custom properties. If you have to manage lots of objects with properties, its kinda annoying having to click there, do your stuff, close it, reselect a new object, reclick the "..." button, etc...

How about if the AGS editor detects what's in the custom properies list and adds them into the column...that way, the only time you need to click on the "..." button is when you want to modify a property's definition or add a new one/delete one.

BEFORE:



AFTER:
--All that is necessary for evil to triumph is for good men to do nothing.

Monsieur OUXX

I've been thinking about that for a long time, and it might be too soon, too big.
But I think AGS should start embedding some sort of versioning system, in order to open the production pipeline (writers working while artists work while scripters work).
I don't know how to put that in action. But at the moment the monolithic agf file is too central. There have been great improvements with the room import/character import/etc.
Maybe one could start with externalizing the strings (a bit the same mechanism as translation files, except it would also be for the original strings). Or the dialogs. I don't know. Break it into bits. And keep tracks of the versions. No need to do something fancy with conflicts resolution/merging.
 

monkey0506

Ouxxey, it sounds like what you're describing there is a source-control program, in which case I would actually disagree that AGS needs this built-in. AGS already has support for interoperation with source control programs. For example, you say the "monolithic agf file is too central", but why? The AGF file is placed under source-control if a supported program is detected, so you would then be able to handle versioning a lot simpler, which seems to be what you're trying to describe.

Knox

It would be great if the Edit Custom Properties window could be resizeable...right now you cant modify its size so you are forced to scroll up or down when the window is too small for all the items.
--All that is necessary for evil to triumph is for good men to do nothing.

Calin Leafshade


Sslaxx

Stuart "Sslaxx" Moore.

Calin Leafshade

Quote from: Sslaxx on Tue 22/02/2011 14:35:40
or is this just a poor attempt at a joke?

Alright, simmer down. I was only kidding.

I, myself, have a post or two on that forum asking about WME.

Knox

#73
haha! Wow I forgot about that, 2 years ago when I was just starting out...man Im glad I stuck with AGS!

Well atleast we're 2:
http://forum.dead-code.org/index.php?topic=4353.0  ;)
--All that is necessary for evil to triumph is for good men to do nothing.

subspark

Calin: Thank you for asking, miss.  :=

Awe... Such a polite young man! ^_~

deee

I don't know if this has been posted before or if there is actually a solution to this problem.
Anyway, here's my wish:

- There should be a way to quickly create new characters in the editor or at runtime.

I need a lot of characters (most of them are dummies for spells or particles) in my game and the only way i saw to get that done, was creating a new character, exporting it and mindlessly importing it a hundred times in a row.
With these dummies, i use a "select first free dummy"-script when i need a new character ingame for the visuals of a spell or something.
There must be a faster way.

Greetings, D


Dualnames

Quote from: deee on Sat 26/02/2011 12:45:20
I don't know if this has been posted before or if there is actually a solution to this problem.
Anyway, here's my wish:

- There should be a way to quickly create new characters in the editor or at runtime.

I need a lot of characters (most of them are dummies for spells or particles) in my game and the only way i saw to get that done, was creating a new character, exporting it and mindlessly importing it a hundred times in a row.
With these dummies, i use a "select first free dummy"-script when i need a new character ingame for the visuals of a spell or something.
There must be a faster way.

Greetings, D

There is... I also use dummies but I just run a piece of code on game_start to assign their properties. Like view, position, room ecc.
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

Calin Leafshade

Dynamic object creation would be lovely. AGS *can* create managed objects at runtime so I see no reason why the code can't be tweaked to allow characters to be created.. Of course this is all *engine* stuff not *editor* stuff.

deee

Quote from: Dualnames on Sat 26/02/2011 14:40:23
There is... I also use dummies but I just run a piece of code on game_start to assign their properties. Like view, position, room ecc.
That is just what i do. I have a procedure for resetting a character before it is used for a new purpose and a procedure to select a character that is currently not in use.
The problem is just getting a lot of characters into the editor, for there is just the possibility to add/import 1(!) new character at a time. We need a button in the editor, allowing the import x instances of the exported character y.


Matti

Quote from: deee on Sat 26/02/2011 17:18:38
The problem is just getting a lot of characters into the editor, for there is just the possibility to add/import 1(!) new character at a time. We need a button in the editor, allowing the import x instances of the exported character y.

Yeah, I second that request, it would save me some time too.

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