Editor Wishlist/Coordination

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

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tzachs

Ah, I see, yes, that is a lot of work, thank you for agreeing to do this  ;D

Wyz

Life is like an adventure without the pixel hunts.

Calin Leafshade

LA LA LA CAN'T HEAR YOU OVER THE SOUND OF YOUR VIGOROUS CODING

Ryan Timothy B

#43
How about someone fixes this little inconvenience?  You know you want to! :P

Also, Calin, did you happen add scroll bars to the GUI editor if it was too big to fit the work area?

tzachs

Yes! This happens to me plenty of times too, I'll look into it...

Knox

Do you think this can be added?

Have a feature that saves your editor layout so you can load it later...right now if I resize panels (like the width of the folder display list for the sprites, for example)...it doesnt save the resize when I restart the AGS editor...pretty annoying to have to resize this all the time!
--All that is necessary for evil to triumph is for good men to do nothing.

monkey0506

It should already be saving layout changes..I thought..

tzachs

Quote from: Ryan Timothy on Tue 02/11/2010 15:25:31
How about someone fixes this little inconvenience?  You know you want to! :P

Hmmm, is it possible CJ already fixed it?
I tried to reproduce it (with the scenario you described) but it worked fine.

Ryan Timothy B

Quote from: tzachs on Tue 02/11/2010 23:38:30
Hmmm, is it possible CJ already fixed it?
I tried to reproduce it (with the scenario you described) but it worked fine.

Nope. I'm using 3.2.0.103 now and I can still flawlessly recreate this issue each time.

Best way to do it is to hover the mouse over something that has the popup thing.


Then, at any time while the popup is visible, move your mouse up to the top tab. Actually, whether you click on the tab or not, the popup thing will show up there. You just have to pass over the drop down box before the popup timer cycles again.

Dualnames

Quote from: tzachs on Tue 02/11/2010 23:38:30
Quote from: Ryan Timothy on Tue 02/11/2010 15:25:31
How about someone fixes this little inconvenience?  You know you want to! :P

Hmmm, is it possible CJ already fixed it?
I tried to reproduce it (with the scenario you described) but it worked fine.

I get to reproduce it so many times, I think I even forgot its a bug anymore.
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)

Knox

Quote from: monkey_05_06 on Tue 02/11/2010 17:22:02
It should already be saving layout changes..I thought..

Well so far, doesnt seem like it for me! Everytime I reload AGS, I have to manually resize my panels how I like them (you know, the little arrow that pops up when you are over panel "seams")...
--All that is necessary for evil to triumph is for good men to do nothing.

AGD2

Here are an assortment editor tweaks that would be handy:  ;)

GUIS
----
-Not sure if this one's possible, but a way to drag the "Text" field on a button/label more precisely into place (or type in coordinates to position it) rather than relying on TextAlingment being TopMiddle, Middleleft etc. which isn't always accurate.

-Would be useful if you could specify what double clicking a GUI control does. It's easy to accidentally double-click on GUI buttons (which you don't want to run a script), and this auto-creates a new event in the global script for that button/control, which you may then need to manually delete if you didn't intend for it to be created. Personally, I'd find it more intuitive if double-clicking a GUI control opened up its Normal Image in the Sprite Manager.


ROOMEDIT
---------
-If you have "Use low-resolution co-ordinates in script" set to True in the General Settings>Backwards Compatibility section of the editor, AGS should always display 320x200/320x240 coordinates next to "Mouse Position:" when you move your pointer across the background to see the current mouse x/y pos. This would be useful when hi-res games (made with AGS 2.x) are converted over to AGS 3.x but the scripts still maintain their old 320x200/320x240 positioning coordinates for backwards compatibility.

-Currently you can only right-click to bring up the "Copy coordinates to clipboard" menu when the "Show this room's: Nothing" panel is displayed. It's a tad inconvenient having to change back to that specific panel just to copy the room coordinates to the clipboard. Would be nice to have this ability when objects/hotspots/regions etc. panels are active too. (On the Objects panel, a new entry could be placed under the "New object here" item on the menu).

-When working on a walkable or walkbehind area, the Eraser tool notification message keeps popping up in the text bubble every time you click it. It gets quite annoying. I guess this notification message should only appear the first time you erase something. Otherwise, just have the notification message appear in a stationary position below the background image (in the grey area of the editor) so that it can't interfere or visually block the area that you're drawing.

-When moving room objects around, providing an option to temporarily hide all other objects (except the one that's currently selected). If you have a large or full-screen-sized object, it obscures everything behind it, making it quite cumbersome to click on or move any smaller objects in the room.


SPRITE MANAGER
----------------
-Bug fix: if you right-click in the sprite manager to find a specific sprite by typing the sprite number, but you have 2 sprite folders, or a sub-folder, with exactly the same name (not case-sensitive) the editor will jump to, and open, the first sprite folder found with that name, even if that's not the folder where the sprite that you searched for resides.

Ryan Timothy B

Oh right... This is the thread that the requests should be in then. :P I'm deleting my post in the other thread and putting it here.


As it stands right now, AGS doesn't have an export/import feature for dialogs. It would be a very nice feature. Especially if AJA modified his dialog designer to match the output file you guys end up making for the export of dialogs from within AGS.

I think it would be a great feature.

Joseph DiPerla

#53
This whole thing would be easier if everyone collaborated on ONE editor. Go here: adventurestockpile.com and then go here and create a project:
http://adventurestockpile.com/index.php?option=com_projectforkmpl=component&Itemid=58

Everything anyone would need to work on an open source project.

Actually, here you go. I have already created a project base for you. All you have to do is upload and edit the code.
Joseph DiPerla--- http://www.adventurestockpile.com
Play my Star Wars MMORPG: http://sw-bfs.com
See my Fiverr page for translation and other services: https://www.fiverr.com/josephdiperla
Google Plus Adventure Community: https://plus.google.com/communities/116504865864458899575

subspark

Yeah I was going along that direction myself. I think we really could use a collective shot in the arm like this. :)

Someone's got to do it right?!

Knox

Im not sure if this has already been requested, but it would be great t0 be able to "Delete N frames", where N is the number of frames you want to delete on a selected loop (so you enter, say 2, in the text field, press "delete N frames" button, and every 2nd frame gets deleted from that loop).

I think that can be useful when trimming down long loops.
--All that is necessary for evil to triumph is for good men to do nothing.

hedgefield

What would make me very happy is being able to reorder the file/folder structure for sprites, dialogs, characters and views. For the rooms you can already sort by room number, but it would be great to have alphabetical sort or drag-n-drop for all the above tabs. That would save me a lot of headaches and searching around :)

Other than that I'm aching for an update to the dialog system. I suppose most of that is engine stuff, but having a dialog editor somewhat more similar to this would be tremendous.

Calin Leafshade

The dialog system is certainly on my todo list.

I have coded a new lexer for the dialog script editor so that the script highlights in a way that makes sense for scripts but I'd certainly like to improve upon that if i can figure out a way to make the workflow a little more simple.

subspark

A dialog search/replace feature would go down well too, I think.

Cheers,
Sparky.

Calin Leafshade


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