Some suggestions...

Started by Proskrito, Wed 19/11/2003 22:06:06

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Proskrito

I have some suggestions, sorry if they have been requested before or if they are not necessary or just silly, but i´ll write them anyway...  ;)
1- I´d find useful to have shortcuts to the main ags functions (game_start, repeatedly_execute...) in the editor, like the ones appearing in the 'script' menu in the main window.
2- When the game is paused, i´d prefer that the mouse-over sprite in GUI buttons wouldnt show when the mouse is over them, like if the mouse wasnt there. I know i could turn the mouse over off for every button, but if you have many buttons it would be a bit tedious.
3- Now the text in buttons is vertically alligned at the top, and i think it would better, mostly in large buttons, if text were centered vertically. (or even better if you could choose :P).
4- I looked for a way to change colours of listboxes in script, but i couldnt find anything. if there is some way, please tell me, and if not, take it as another suggestion :P
5- .... noo! enough! stop asking proskito! ok ok.... :-[  ;)

what do you think?
just if they're easy to implement! thanks!  :)

Scummbuddy

I thought number one was already done.
- Oh great, I'm stuck in colonial times, tentacles are taking over the world, and now the toilets backing up.
- No, I mean it's really STUCK. Like adventure-game stuck.
-Hoagie from DOTT

juncmodule

He means in the actual script editor.

Isn't the script editor open source?

Isn't there another script editor that someone here made? I searched the AGS resources and download pages and couldn't find it.

later,
-junc

RickJ

Proskrito:

I second request #3, to optionally vertically center or offset the button text.  This would be very useful.

Quote
4- I looked for a way to change colours of listboxes in script, but i couldnt find anything. if there is some way, please tell me, and if not, take it as another suggestion
Do  you mean the border and scroll buttons?  Yoou can turn them off and then draw your own.  Change colors by changing the underlying sprites.  You would need to incorporate your own scroll buttons and bind them with the script commands to  make the list scroll (~ ListBoxSetTopItem(..) or something like that).

If you mean the text I am not sure what if anything could be done with that.

Proskrito

QuoteIf you mean the text I am not sure what if anything could be done with that.
Yes, i was talking about the text, something like SetListboxColour and SetListboxHighlightColour. With buttons would be great too, but you could just use a sprite instead of text and change it.

Pumaman

Quote from: Proskrito on Wed 19/11/2003 22:06:06
1- I´d find useful to have shortcuts to the main ags functions (game_start, repeatedly_execute...) in the editor, like the ones appearing in the 'script' menu in the main window.

Yeah, I've been meaning to do something like this for a while, it's on my list.

Quote2- When the game is paused, i´d prefer that the mouse-over sprite in GUI buttons wouldnt show when the mouse is over them, like if the mouse wasnt there. I know i could turn the mouse over off for every button, but if you have many buttons it would be a bit tedious.

Well, considering that the game is often paused when you bring up a GUI, that would disable mouseovers for all modal GUI dialogs. Perhaps an option to do so could be useful though, I'll think about it.

Quote3- Now the text in buttons is vertically alligned at the top, and i think it would better, mostly in large buttons, if text were centered vertically. (or even better if you could choose :P).

Sounds reasonable enough, I'll add it to my list.

Quote4- I looked for a way to change colours of listboxes in script, but i couldnt find anything. if there is some way, please tell me, and if not, take it as another suggestion :P

Nope, you can't currently change a list box's colour. I'll look into it.

Proskrito

Quoteconsidering that the game is often paused when you bring up a GUI, that would disable mouseovers for all modal GUI dialogs
yeah, sorry. i meant in some circunstances like the ones 'when interface disabled', as i dont want to grey the interface nor hide it, but if you leave it in 'GUI unchanged' it reacts to mouseover.... maybe a 'GUI frozen' option or so?
Thanks anyway pumaman!  :)

After

I have yet another outrageous demand to tack on, using mild sarcasm to illustrate the point.

In order to increase the speed,
a) increase the "speed".
b) decrease the "speed".
c) "speed" is AGS-slang for "RTFM".

How is this better than using "delay" when applicable?

Pumaman

Quote from: Proskrito on Thu 20/11/2003 22:17:41
i meant in some circunstances like the ones 'when interface disabled', as i dont want to grey the interface nor hide it, but if you leave it in 'GUI unchanged' it reacts to mouseover.... maybe a 'GUI frozen' option or so?

Ah, I see what you mean. I'll add it to my list.

QuoteIn order to increase the speed,
a) increase the "speed".
b) decrease the "speed".
c) "speed" is AGS-slang for "RTFM".
How is this better than using "delay" when applicable?

erm can you rephrase that, I'm not sure what your suggestion is.

SSH

I think he means that sometime arguments to functions or variable settings called "speed" require a higher number to be faster and sometimes a lower number to be faster: basically, if they were called "delay" instead of speed in the higher = slower case then it would be easier to remember from the tooltip that comes up in the editor when typing in the function.

However, I would generally prefer things to have "delays" than speeds, becuase, for example, the slowest FadeIn isn't very slow.
12

Pumaman

Heh, yeah good point. In fact, the only commands where the speed is a delay are the AnimateCharacter/AnimateObject commands, so I'll change their tooltips for the next version.

If there's another command that I've missed, let me know.

After

To my knowledge there's only-
Graphical editor:
Characters>"Animation speed" (directly beneath "Movement speed")
Views>"SPD"
-and script counterparts-
Animate[Object|Character]<Ex>
GP_FRAMESPEED

Not as bad as I thought, but enough to add a burden of doubt to every instance until I actually set out to research which was which.
I see this particular error a lot, so I pretty much assumed the worst on first sight.

Pumaman

QuoteCharacters>"Animation speed"
Views>"SPD"

I'm not so sure about changing these - after all, they are specifying the speed of the animation. If changed to "Animation delay", I'm sure there would be a post before long saying "what does animation delay mean?"

I think changing those two to "delay" would create confusion and are not worthwhile. I will however change the calltip for those two script functions.

After

#13
Well, I'm going to persist, persevere, endure, prolong, lengthen, extend, dally on this anyway.

This time, arranged by sense.

1) Animation frames.
editor: Views>(each individual frame)>"SPD"
script: GP_FRAMESPEED
How can a frame even have a speed? It has a duration only. In this case "wait", "delay", "stay", "keep", "pause", "hold", even "time", or changing one's point of view, "repeat", would make more sense.

2)Animations.
editor: Characters>"Animation speed"
script: Animate[Object|Character]<Ex>
In this case, "delay" is ambiguous. But, "speed" is not intrinsic to the commands themselves anyway, merely the word you've chosen to describe it with.

"Animation speed" doesn't have a tooltip in v2.56d, and there's no need to create one saying (to quote the manual) "Here speed means...". You could try a three word label instead.

We are adding time. I know language lets us down a bit here, but "slow", or "prolong" are descriptive enough, and there's no need to insist on a one syllable noun here.

...but then again, TEH 5p33d r0X0rz!!!111oneONEone ::)

Pumaman

Quote from: After on Sat 22/11/2003 05:18:56
1) Animation frames.
editor: Views>(each individual frame)>"SPD"
script: GP_FRAMESPEED
How can a frame even have a speed? It has a duration only. In this case "wait", "delay", "stay", "keep", "pause", "hold", even "time", or changing one's point of view, "repeat", would make more sense.

Well, it reflects the relative speed of that frame as a part of the animation. For this one especially, being where it is in the view editor, it needs to be something that can easily be shortened to a 3-letter abbreviation, which "SPD" lends itself to rather well.

Quote
2)Animations.
editor: Characters>"Animation speed"
script: Animate[Object|Character]<Ex>
In this case, "delay" is ambiguous. But, "speed" is not intrinsic to the commands themselves anyway, merely the word you've chosen to describe it with.

Indeed, and it describes the speed at which the animation is played.

Quote
"Animation speed" doesn't have a tooltip in v2.56d, and there's no need to create one saying (to quote the manual) "Here speed means...". You could try a three word label instead.

Ok, well rather than being all clever and sarcastic, why don't you suggest a suitable term for it? Because as far as I'm concerned, "animation speed" is a pretty decent description of what it does.


After

#15
First, I'll apologize for possibly going a bit far in the sarcasm area.

When I finish work I'll edit this post to include some sincere attempts at alternatives. Then I'll say nothing more on the matter.

[edit]
Three for each case, in order of preference.
1) per frame.
DUR, GP_FRAMEDURATION
RPT, GP_FRAMEREPEAT
CYC, GP_FRAMECYCLES
2) per animation.
"Animation lag", int 'lag'.
"Slow animation by", int 'slow'.
"Stretch animation by", int 'stretch'.

Pumaman

Frame Duration sounds good, I like that.

I'll add this to my list, but it's obviously a low-priority feature.

ricb1970

Just looking through the forums and this caught my eye,

In *every* type of program that uses animation, film or other motion data, if your animation is going to be of a 'variable' speed type, then  you associate a 'Frame Time' or 'Frame Delay' value to each frame in the animation.

If your animation is of each frame being a fixed amount of time, then you can specify Frame Time or Frame Delay for the entire animation, however, in the instance of a fixed amount of time per frame, you normally refer refer the the speed as Frames per Second (FPS) which, in some instances, is expressed side by side with its frame time values (ie, 50 FPS or 20 ms/frame).


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