I'm really surprised that these haven't been mentioned or implemented yet, but it's a bit strange that you have to close and reopen the editor every time you want to create a new project. The ability to close your project (return to just a blank screen) and open a new one after you've started using the editor would definitely be improvements :).
I think a "New" option has been mentioned before, but there hasn't been much enthusiasm for it. Would anyone else find it useful?
I don't think it would probably be of very high usage to be honest. I wouldn't say it's an unreasonable suggestion, I'm just unsure how many people would actually use it.
Personally I doubt I would really need such an option. However if it wouldn't be difficult to implement I wouldn't object to it.
Useful = Yes.
But I wouldn't think of it as a priority. It's not like AGS takes ages to load like Microsoft EverythingTM does. So it's not that big of a deal to close AGS and re-open it. Besides, I'd much rather see any of the billions of other things on the countless threads of wishlists happen, first.
EDIT: Like returning Strings from functions.... ;)
It's certainly a hassle to close and reopen it when you are testing and confirming bugs and (in my case) creating a few miniature game projects. It's pretty much just something every application I'm aware of allows, so it definitely seems strange to me that AGS would be an exception :).
Quote from: skuttleman on Sat 07/06/2008 22:52:35EDIT: Like returning Strings from functions.... ;)
Just declare the function as a "String" rather than as "function" (which always returns int values), and this is already possible. Like so:
String MyFunction(String text1, String text2) {
String text = String.Format("%s %s", text1, text2);
return text;
}
Quote from: GarageGothic on Sun 08/06/2008 04:13:19
Just declare the function as a "String" rather than as "function" (which always returns int values), and this is already possible
SUITE!
Off-topic: I just wanted to clarify the "returning Strings from functions" issue. The keyword function is actually internally defined as:
#define function int
So:
function my_func() {
int i = 7;
return i;
}
And:
int my_func() {
int i = 7;
return i;
}
Are synonymous. You can do the same to return any of the base data types, built-in or user-defined enumerated types, or a pointer to any of the built-in data structures (Character, GUI, etc.). You cannot use it to return a user-defined structure or pointer to a user-defined structure. So the following will work:
DynamicSprite* MyDSCreate(int width, int height) {
// note this function is pointless, redundant, and for example purposes only
// DO NOT USE UNDER PENALTY OF DEATH!
if ((width <= 0) || (height <= 0)) return null;
return DynamicSprite.Create(width, height);
}
However, this will NOT:
struct MyType {
int myvar;
};
MyType FuncReturnMyType() {
// THIS FUNCTION WILL NOT WORK OR EVEN COMPILE
// NOR CAN YOU MAKE IT A POINTER SINCE POINTERS-TO-CUSTOM TYPES ARE NOT ALLOWED
MyType m;
m.myvar = 879;
return m;
}