Hi,
I'd like to suggest a small change to the interface, in the left-side tree. Here is what I have in mind:
(http://www.dmgenie.com/ags/UI_suggestion.png)
Basically, instead of clicking Areas on the tree, and then selecting one of the 4 types of areas, we could click directly. Nothing else in the interface would need to change, and it would save a bit of mouse movement and clicking.
Thanks for listening!
A tad overcrowded, don't you think?
Hence the "-" button to the left...
What does everyone think about this? Would this be better or worse?
I don't care personally since I know how to use the editor but I think the proposed change might be more intuitive for new users.
I don't care for this change, unless the current way was kept aswell, i'd only the use old way anyway.
Quote from: Elliott Hird on Sun 16/10/2005 09:25:15
A tad overcrowded, don't you think?
I don't think it would make it overcrowded at all: even with the 3 extra entries, the tree is more than half empty space, and I don't even maximize the editor window.
I like tabs better for the areas... but that's just me.
Seems more logical to me. I like it.
I think it would be nice. It would make it a little easier to navigate in any case.
The current list box is a bit cumbersome but it is sometimes useful to be able to switch room areas with the cursor keys whilst keeping the mouse pointer stationary, saves me a few paw prints on the monitor, trying to remember a particular pixel.
I really like this idea. It would make working on rooms so much easier. I fully support this.
PLEASE, i BEG you, DON'T do this!
It just makes it more cluttered and ugly when the one listbox works perfectly. Besides, it's just more work. Don't fix it if it isn't broke.
I'm not sure how spreading things out makes them more cluttered. And you do of course all realize that next to "Room Editor" there is a '-', which could be clicked to hide the tree...? The listbox works, but it's more cluttered to have everything all in one place than to have it spread out appropriately IMO.
I honestly prefer the old (current) way.
Well, I prefer the old way, the roommake way...
Quote from: Gilbot V7000a on Mon 17/10/2005 03:17:37
Well, I prefer the old way, the roommake way...
Don't we all?
I like the new way better.
But you can paint walls with roommake!
This is not possible with roomedit or agsedit!
Quote from: Gilbot V7000a on Mon 17/10/2005 12:03:02
But you can paint walls with roommake!
This is not possible with roomedit or agsedit!
give me a copy NOW! I want walls! lol. So much easier than walk-areas.
I like the new suggested way. It would be more... Comfortable.
But whatever you choose to do CJ is fine by me.
I much prefer the new way. It makes it easier and faster to navigate.
I would be for the change. I've often felt for this change, but didn't feel worth mentioning. If there was a way to switch between two interfaces, such as one with tree branching, or not, I think everyone would be happy.
But again, this is such a low profile suggestion, we'll see. Maybe this could be added to the suggestion tracker, so that more people can add their thoughts.
Any change that enhances object oriented design is definitely a step in the right direction- whether it 'seems' strange at first or not. Streamlining ags and making lists bulleted (I made a somewhat similar suggestion about bulleting views so you could store all a characters views in separate bulleted lists (much like how the sprite manager handles folders and subfolders) = extremely OO and convenient) will improve productivity in the long run. In fact, one way to greatly improve overall utility would be to use a system similar to the folder/subfolder system the sprite manager uses. The consistency gain between different parts of the editor would ultimately benefit everyone. Example:
the View editor would handle things like:
-EGO
-[foldername1]
-(all views in this folder...Let's say this folder handles 'special' animations like jump, run,etc).
-[foldername2]
-(all views in this folder...Let's say this folder handles walk animations).
etc
-EGO1 (repeat process above).
Now all views have been oriented around an 'object'. The object in this case is EGO, but it could be 'tree', 'Bill', 'Dog', or 'Gigantic computer'. This could be extended to dialogs as well, although the current method uses bulleting of a sort already (with the option names list). If any of this is confusing I apologize, I've just read too many programming books on OO design and find the long term benefits to be worth extra effort (for my part anyway, I'm not assuming that CJ is my slave and must do it).
I like that, Prog! :D
Me too, very good idea ProgZmax! I'd like to see something like this in the later versions of AGS.
I think it would be useless. Now it works fine, it is intuitive and it don't cover too much space.