AGS 3.02 Wishlist

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

Previous topic - Next topic

Gilbert

Quote from: skuttleman on Mon 09/06/2008 22:33:26
EDIT: Also, must run-script only allow me to pass a 16-bit number? Could it be a full 32-bit integer? Not trying to nag, but I guess that's what this thread's for afterall.

I think this thread should be renamed to 3.03 wishlist soon though (or start a new one), as 3.02 should be released shortly, I doubt how many suggestions could make into this release. (I think 3.02 takes longer than it's supposed to, as it's originally intended to be a quick release to fix essentials like able to compile the demo game, etc.)

GarageGothic

#81
Assuming this will be become a 3.03 wishlist: I already mentioned the usefulness of Object.Scaling and Object.ManualScaling properties.  Now I also find myself missing an Object.IgnoreLighting property. I'm working on a couple of different modules, one that replaces the built-in region lighting with lightmaps and another that replicase the lighting of an object on a DynamicSprite. But since I can't check if the objects are set to ignore lighting or not, I cannot know which to modify and which to leave unlit/at manual settings.

Lt. Smash

I'm just refering to my two already suggested improvements and hope that they will be included in a 3.03 (or 3.1?) version of the editor;

http://www.adventuregamestudio.co.uk/yabb/index.php?topic=34365.msg451518#msg451518
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=34365.msg451928#msg451928

Shane 'ProgZmax' Stevens


Would it be possible to modify or at least add another type to guis to freeze EVERYTHING except themselves and mouse control (like an EXCLUSIVE tag)?  Everything would include processing Waits,changerooms,animations, anything except gui scripts, mouse movement and control and keypresses.  This would allow people to, without significantly messy workarounds, to completely pause games and interrupt game flow during cutscenes or whenever to ask for user input.

Currently I've found no reliable workaround for bringing up a gui with mouse control during cutscenes.

GarageGothic

Quote from: ProgZmax on Mon 16/06/2008 20:46:22Would it be possible to modify or at least add another type to guis to freeze EVERYTHING except themselves and mouse control (like an EXCLUSIVE tag)?  Everything would include processing Waits,changerooms,animations, anything except gui scripts, mouse movement and control and keypresses.

Not repeatedly_execute_always() either, please. It's necessary if you want to do custom animations of the GUI or cursor mouseover text.

AJA

Don't know if something like this has been mentioned before but I think it would be really nice to be able to do the following...

In the room editor, right clicking on an object, hotspot, etc. would bring up a popup menu (like it does) which includes choices for every interaction event you've already specified, and clicking on one of the choices would take you directly to the script function for that event. I think it would really speed up the process when you don't always have to select the object, select the events page, select the event and click on the "..." button.

subspark

Wow! So many new ideas! I hope CJ has the time to implement some of them in the near future. I must say people, your ideas and suggestions coupled with Chris's incredible programming skills make AGS even stronger. Keep up the great suggestions because you might see them in AGS before you expected.
Theres a huge backlist for Chris to look through so I won't clutter this thread with anything else but I just wanted to say great work to Chris, and thank you guys for being such a devoted community.
            \|/
Beers! [=]
Sparx.

DazJ

Any chance of finally implenting anti-alias fonts capability for dialog/speech for us high-resolution designers? This is the only thing that I'd REALLY like to see added to a possible next version. It's already on the suggestion tracker but with it being blocked due to spammers Chris isn't seeing the amount of people who would really like to see this in the next revise.

If it's too much to ask for then I do apologise - I'm already 110% - no, 120% - appreciative on what you're already doing for us

Lt. Smash

thanks Chris for adding all these great things to the new editor 3.1.
but I have some things that I would like to see in a future version of ags to make it 'mega' ags :):

!- System.Windowed should also be settable.
!- System.GraphicsFilter(enum filter) should be added as gettable and settable. So we are not forced to use winsetup.exe any longer.
- Option to change dialog options color.
- Change hotspots/objects description names via code.

I know the first two are much work to implement but they would be worth that effort.
And the other ones are just some little things that would be really helpful as there is no easy workaround. (at least for the last one).

subspark

Those are good suggestions mate and have been suggested a few times before including by me. Hopefully these will make it to the near top of the new features list. Hopefully...
Cheers,
Paul.

SSH

A workaround to changing some of the setup things dynamically would be being able to hard-restart the game so that we could write code to edit the setup cfg and then restart to re-read it.
12

deltamatrix

Hey Pumaman.

Any chance of Object.Z support just the same as Character.z?

Delta
BAD WOLF - TORCHWOOD - MR SAXON - THE BEES ARE DISAPPEARING - PANDORICA - RIVER SONG

SebasC

Man a built in sprite / character editor (a la SciStudio) would be a nice feature! Doing it in paint and stuff is really getting to me and annoys the **** out of me!

deltamatrix

Apologies if AGS already support this but an Character.ScalingOffset feature would be useful.

Consider a scenario where a character has drunk a shrinking potion. Basically, if the walkarea is scaled at 80% and the ScalingOffset is set to 3, the character would be scaled at 83%.

This is useful for lazy people like myself who would like to avoid the trouble of manually scaling the sprites especially when they are unsure wot the level of shrinkage ought to be. I understand this is already possible using repeatedly_execute but this feature would still be useful.

Please consider. ;D
BAD WOLF - TORCHWOOD - MR SAXON - THE BEES ARE DISAPPEARING - PANDORICA - RIVER SONG

LeChuck

#94
Does the latest AGS have the ability to play sound effects that you can name whatever you want?

If you have like three hundred sound effects named SOUNDX, it's a huge mess to script that will often lead to  duplicated files because it's hard to find that spesific sound effect's number. Something like PlaySound(char_ego_cough.wav) would be immensely helpful.


edit to the guy below me: since it's a plugin, won't it effect mac / linux support? oh... seems it's down anyway. well, using descriptive filenames for sounds and music should be a quick fix, shouldn't it?

SSH

LeChuck, try the audio manager editor plugin....
12

Elessar

I would like multiple sprites to import in the order they're named.

Right now when you do a quick import, the last sprite becomes the first, then the rest are in order (as per this thread). This is a pain, as it makes you either re-number the sprites after you import them, or you have to import them one at a time.

Vince Twelve

I think it would be nice for inventory items to have an optional second sprite number that you could assign so that one sprite would be used when viewing the item in the inventory, and another would be used when the item becomes a cursor.

This way, you would have more options than just the few built in options for adding a well-defined hotspot to the inventory cursors.  For example, in LimpingFish' Heartland, he could have easily made fancy new cursors for his inventory items without rescripting the inventory system.

Oh, just found it on the tracker.  I support this!

Also, though maybe I'm pushing it, a separate setting for animate-on-mouseover for each inventory item so you can do the same as above, but also define an loop to use on mouseover of a hotspot/character/object?

Makeout Patrol

#98
So I recognize that 3.01 has changed the resolution behavior and that this is probably why you can't change the resolution of your game anymore, but it presents (for me) two problems: as my game is in 320x200 but my computer runs at 1440x900, doing the 'test run' of the game makes it extremely difficult to see - the text is almost unreadable, because the game window is so small. I've gotten around this by compiling the game and running the .exe in full screen mode, but it's simply ugly - I used to run the game in 640x480, which made the edges nice and crisp, but running it in full screen 320x200 frankly makes it look blurred and ugly. Would it be at all possible to introduce some way to view the game in 640x480, like what used to be the case?

EDIT: Hurp de durp looks like I should RTFM before I post

SSH

It would be great if there was an option to compile a game so that AGS gave a dialog box warning if it was run without a setup file (e.g. when run from a zip without unzipping) saying "Game could not find setup file, if you are running this game from a zip file it is recommended that you unzip it first"
12

SMF spam blocked by CleanTalk