AGS 3.02 Wishlist

Started by lemmy101, Thu 24/04/2008 14:11:48

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Lt. Smash

I would like a preview of the transparency settings in the sprite import window. So when using top-left corner the sprite will get all pixels with that color deleted (in the preview and of course in-game).
Leave-as-is should work with alpha-tranparent pictures. So if I use one as button, the button will be alpha blended in-game.
Alpha-blended buttons should be shown correct in sprite manager preview and gui/room preview.

OFF-TOPIC: I have a non-transparent gui and an alpha-blended button. But the button isn't alpha blended in game. What can I do to make it transparent?

It would be nice if CJ could tell us what he thinks of all this suggestions (from the whole thread).

naltimari

Quote from: Lt. Smash on Thu 07/08/2008 10:13:01
OFF-TOPIC: I have a non-transparent gui and an alpha-blended button. But the button isn't alpha blended in game. What can I do to make it transparent?

Well, it is really off-topic, but that one is a quickie: apply an alpha channel to your GUI background sprite, even if it is going to fully opaque. Last time I checked, that's the way it (oddly) works.

See further info on this thread.

TwinMoon

I'd like to second ProgZMax's request (previous page) for a name property to be added to Gui controls. Or custom properties.

Either one would be great.

Laukku

#123
I'd really like to know if it is bossible to get PCX support back. Is it? :)
You are standing in an open field west of a white house, with a boarded front door.
>WIN GAME
Congratulations! You just won! You got 0 out of 500 points.

Dusk

Quote from: GarageGothic on Thu 29/05/2008 02:26:24

Edit: Speaking of alpha channels, is there any chance for DrawingSurfaces with alpha channel support? As it is now, if you use DrawImage with the transparency setting or alpha channel sprites on a DrawingSurface set to COLOR_TRANSPARENT, it will show that lovely magic pink color through or around the edges of the sprite.

Whooops, I was just having problems trying to draw some semi-transparent particles on a DynamicSprite surface...  :-\

I second the GarageGothic feature request :)

RickJ

Quote
I'd like to second ProgZMax's request (previous page) for a name property to be added to Gui controls....
I also second Progy's suggestion of adding some kind of descriptive text property to gui controls.  A module would be able to scan a gui for controls having specific text tags and then connect to them automatically. Anyway, thats what I would use it for.   

Shane 'ProgZmax' Stevens

#126
A function that would immediately cancel Wait timers would be extremely useful, particularly when running repeating introductions in a room's repeatedly execute function.  Right now it's unnecessarily difficult to override a room using wait calls should you want to start a game or have it do something else.  Alternatively, being able to make a custom key that StartCutscene() will respond to would resolve this.

Dusk

Am I missing something in my scripts, or the Character.z works only with positive values?

I quickly managed to workaround the problem playing with the Baseline and an object to put in front of the character, so obviously this isn't a serious problem, but maybe having a consistent behavior with negative Z (letting a character "fall down" and not only float) might be nice.

Another small and not-really-important suggestion:
we have Character.LockViewOffset, and I managed to find it time-saving in case of little errors in some animations.
Having to do some small frame by frame scripted animations with Character.LockViewFrame, I missed the possibility to offset the frames in the same way and having to manually offset the character before/after the frames.

Nothing worth introducing a Character.LockViewFrameOffset function, but having two optional xOffset, yOffset parameters might come handy.
At your place, I'd do the same with LockView, getting rid of LockViewOffset and adding two optional parameters to LockView.
I suppose it wouldn't be a problem for backward compatibility: it would be a matter of substituting "LockViewOffset" with "LockView" and nothing else. :)

Just my 2 cents,
D.

Khris

Quote from: Dusk on Tue 12/08/2008 03:20:23Am I missing something in my scripts, or the Character.z works only with positive values?
I've added "if (keycode == 32) player.z--;" to a default game and Roger sinks down fine.

Dusk

Quote from: KhrisMUC on Tue 12/08/2008 11:59:45
I've added "if (keycode == 32) player.z--;" to a default game and Roger sinks down fine.

Whoops, I should have double checked... it seems that as I said i was "missing something in my scripts" :P

If I have time I'll try to replicate what happened...  ???

rich

Would it be possible, in the Sprites, when adding a new sprite using the "New sprite using last sprite..." which uses the same graphic to import several sprites, to retain the zoom level from the last time the user imported a sprite from this sheet. This would be very useful for me, because I typically import a series of sprites from one sprite sheet, and I need to zoom in to make sure I grab the right part. With each one, I have to zoom back in again, and I think it would make a lot of sense to stay zoomed in.

Hey, I really liked the feature in the Views, that when you add a new frame after an already established frame with a designated, it just uses the next sprite from Sprites. That has saved me a lot of time!!!
I'm so excited!

alexhans

#131
I'm not sure if it is possible, and not quite sure if it has been already implemented in the last versions i havent tried... but is there a possibility to make Strings importable from the headers without using GlobalStrings?  Like functions and ints....

Thanks.

EDIT:  Oh... Sorry... I figured out I way arouund it... He, the "new"style strings from 2.7 on  are really cool.
Never let your sense of morals prevent you from doing what is right.

subspark

I would like to see masked hotspots for transparent buttons in a GUI. :)

Cheers,
Paul.

Shane 'ProgZmax' Stevens

#133
Voice speech support for the SayBackground command seems a logical thing to have.  I'm quite surprised that it doesn't work, actually!

Also, I'm thinking a PlaySpeech() command which works like PlaySound and PlayMusic would be highly useful when speech is active and would round out the functions.

Dualnames

I'd love to allow clickable property for buttons to be defined like visible for objects. Via the editor and if it would be possible to allow alpha blended sprites to have transparency when they are used as button images. Or allow button transparency.
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)

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