Author Topic: Big list of missing script properties  (Read 1597 times)  Share 

Cassiebsg

  • Cavefish
  • Fleeing the Cylon tyrrany...
Re: Big list of missing script properties
« Reply #20 on: 26 May 2017, 21:38 »
No way to change the settings of a Text Window GUI... like TextColor. This one seems to be missed often, as there are multiple threads on the forum asking about how to change it.
There are those who believe that life here began out there...

Dave Gilbert

  • Mittens Vassal
  • AGS Baker
  • Hi. Our names are FRIGGING ADORABLE.
    • Lifetime Achievement Award Winner
    •  
  • Dave Gilbert worked on a game that was nominated for an AGS Award!Dave Gilbert worked on a game that won an AGS Award!
Re: Big list of missing script properties
« Reply #21 on: 29 May 2017, 13:27 »
Just saw this thread. One property I've always wanted is the ability to do FRAME/LOOP FLIPPING! You can check IF a frame is flipped, but you can't actually SET the frame as flipped.

It would also be useful to flip an entire loop!

I'd also like a pony.

Crimson Wizard

  • Local Moderator
  • AGS Project Tracker Admins
    • Best Innovation Award Winner 2013, for spearheading the AGS 3.3.0 project
    •  
    • Lifetime Achievement Award Winner
    •  
Re: Big list of missing script properties
« Reply #22 on: 29 May 2017, 14:49 »
Just saw this thread. One property I've always wanted is the ability to do FRAME/LOOP FLIPPING! You can check IF a frame is flipped, but you can't actually SET the frame as flipped.

It would also be useful to flip an entire loop!

You mean, during the game?
BTW, I think that's possible to do now by replacing frames with DynamicSprites, which you create from original and flip, then assign to the view frame.

Dave Gilbert

  • Mittens Vassal
  • AGS Baker
  • Hi. Our names are FRIGGING ADORABLE.
    • Lifetime Achievement Award Winner
    •  
  • Dave Gilbert worked on a game that was nominated for an AGS Award!Dave Gilbert worked on a game that won an AGS Award!
Re: Big list of missing script properties
« Reply #23 on: 30 May 2017, 15:57 »
True! But the advantage of being able to change the property via script is that you can use it to determine IF the frame is already flipped.

Currently you can use: "if (frame.Flipped == true)" to determine if the frame was flipped via the editor, but if you change the frame with a DynamicSprite you won't be able to do that. Ideally, I'd like to be able to do this:

if (frame.Flipped == false)
{
    frame.Flipped=true;
}

Meaning I can check if the frame is already flipped, and if not - flip it!
« Last Edit: 30 May 2017, 16:14 by Dave Gilbert »