Suggestions for the next version of AGS

Started by Pumaman, Sun 27/01/2008 00:59:41

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subspark

Good Point! :D
I second that.

Cheers,
Paul.

naltimari

#161
Maybe it's just me, but I really miss a 'for()' construction. It's such commonplace...

Compare this:

Code: ags

int i = 0;
while (i < 10) {
  a[i] = i;
  i++;
}


To this!

Code: ags

for (int i = 0; i < 10; i++)
  a[i] = i;


UPDATE: Array initialization is such a pain... i guess i've been dealing a lot with them lately, so I'm a little pissed off with while's. If only array initialization would accept assignment... ;)

Code: ags

String s[4] = {"This", "is", "an", "array"};

naltimari

PlayVideo() should return some status code to indicate if it was successful or not. Currently, if the video can't be played (due to a missing codec) or is not found, the user sees a rather nasty message box:

Quote
Video playing error: File not found or
format not supported: .\Compiled\clip1.avi

I'd rather 'code around' the error than to let that message pass through the player.

subspark

Yeah! Coincidentally this is something thats bothering me as of right now. I couldn't figure out why one machine would play the vid and the other wouldn't. It turned out to be a mismatch in codec versions. If we could write a handler for missing codecs with the PlayVideo() command then we could even recommend which codec the user should download.

Ultimately its more than reasonable to include the codec with the game's installer to save drama like this from being an issue in the first place. :P

Cheers,
Paul.

SSH

As previously suggested, I think the best solution to this problem is Ogg Theora support so that the codec is fixed and bundled into AGS. This would also mean it works on linux.
12

Rui 'Trovatore' Pires

Could we have both? I mean, it PlayVideo, like a certaing SaveGame function whose name I can't recall, returned "0" or "-1" if the video couldn't be played, the programmer would have his control over the default error box (which is good, AGS already gives the scripter so much control, this is just the tidbits that are left over).
Reach for the moon. Even if you miss, you'll land among the stars.

Kneel. Now.

Never throw chicken at a Leprechaun.

riseryn

Is it possible to have AGS manage 3D characters directly?

The 3D character plugins is not maintened and giving AGS 2.5 D possibility will be very great.

Any other persons interested by that?


DoorKnobHandle

I think that support for models (3d characters etc.) is perfect for modules/plug-ins. It's not that hard to write your own 3D API for any experienced programmer. The main thing holding these kind of projects back is the lack of struct-in-struct-support, it's that way for me at least. Since no real 3D possibilities exist anymore (AGS3D, which I started, then gave to Steve McCrea to continue is long abandoned, he did some marvelous work there, though, and the Character3D thingie doesn't work in 3.0 either as far as I understand) I might just try to get something going, actually I already have some stuff. This time I know a little more about the math, too... :)

riseryn

Quote
It's not that hard to write your own 3D API for any experienced programmer

I hope an experienced programmer will bring us soon a plugin or module to use 3D character with AGS.
2.5 D will extend AGS possibility a lot.
The possibiity to have different camera view will enhance,imho, the game design.

SSH

Surely the 3.02 suggestion thread now.. ;)

My favourite suggestions from this thread so far:

   * Ogg Theora video included
   * Widescreen support
   * Native Hi-res co-ordinate support (optional to maintain backward compatibility)
   * Game setup options configurable at runtime?
   * Non-blocking dialogs (toggle-able?)
   * PCX import
   * The compiler should barf if someone declares a variable or function in a script header as this is (I think) never what someone actually wants.
   * Group operations in view editor: copy, cut, paste, flip

And of course, the old biggies: functions being first class objects and pointers to structs being allowe dinside structs
12

Dixon

I second the pcx-file import. I'm trying to make a RON game and all the backgrounds are in pcx-format. Sure I can convert them but If it isn't too much trouble I'd like AGS to have this feature.  :D


naltimari

#172
Quote from: SSH on Thu 17/04/2008 10:59:18
And of course, the old biggies: functions being first class objects and pointers to structs being allowe dinside structs

And pointers being passed as parameters in functions, please... Well, I guess the two things are connected.

Quote from: Dixon on Thu 17/04/2008 11:27:41
I second the pcx-file import. I'm trying to make a RON game and all the backgrounds are in pcx-format. Sure I can convert them but If it isn't too much trouble I'd like AGS to have this feature.  :D

You can use ImageMagick to convert them all at once, in a single line. ImageMagick is a command line application, multiplatform, very fast and powerful. Also, you can merge sprites together in a single image, apply alpha masking, and many other things.

Since there is such a tool, I don't think PCX suport in the engine is necessary. I would vote only for PNG and JPEG.

Joseph DiPerla

Here are some links for the PCX stuff: http://www.thefreecountry.com/sourcecode/graphics.shtml
http://libclaw.sourceforge.net/index-en.html
http://www.herdsoft.com/catalog/davinci.html
That last link is actually for windows C++ programming. But if AGS actually imports the file and converts it to its own format, then this might work. Also has some capabilities for image editing which could be useful for the AGS editor... But apparently, its not that easy to add PCX to AGS.

2.5d would be really hard to implement I would think. There are libraries that work with Windows that Chris could use. But, they would not work on the Linux or Mac versions.

Anyway, not sure if these are  3.0.2 or 3.0.3 or a 3.1 suggestions, but I would love to see this happen: From Rulaman:
- multiple speech.vox (or music.vox)
i.e. speech.en, speech.de, speech.es (or german.spf english.spf, ...)

- sprite-en.pack ( contains some sprites, shown in-game that was translated )
i.e. in-game a sign shows "Le Bakery" and in the translated version "Bäckerei" [graphical translation]

My suggestions: 1024x768x32 resolution. - Not having to resize images and keeping it at this resolution would make it a crisp looking background. Its easier for me to make a background in a 3d editor (That I made myself) and save it in that resolution.

And the next and last for now:
Regarding dialogues, can there be an option when you add a dialog option that says "show on all dialogs"?  In other words, we have a "say" option and a "show" option in the editor. But this option would allow that line to be displayed on all dialogs at the bottom. Is that possible?

Another script function I was hoping to get... Actually a few... Are:

AddDialog(DialogName)
AddDialogOption(DialogNameToAddTo, Dialog String, ScriptToRun)
And is there a way to check what the current dialog option is?

These are some crucial items for this particular project I am working on. And it SEEMS (But I know its not as easy as it sounds) that this is not too difficult to add, I hope. The first option is really for convenience, but this can be done, with a lot of coding by just using the script functions I Requested. But at least it would be possible, unless this is possible already.
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SSH

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12

subspark

#175
SUGGESTION: When using the eraser tool for hotspots the tooltip balloon keeps popping up over my workspace. Due to this slight hindrance, I made a few mistakes but could not undo them all. Along with a less intruding balloon tip, I think AGS needs an edit menu with Undo and Redo commands that can be applied a finite number of times. The amount of Undo and Redos should also be modifiable under the preferences menu.

SUGGESTION: Now that the walk behinds, hotspots and regions can be made semi-transparent, I think the eraser ID should be replaced with a more intuitive eraser button on the top menu in the room editor and for the colors of the actual ID's to remain rather than go grey each time the eraser is used.

SUGGESTION:
Add a 'Close All' tabs option.

Cheers,
Paul.

NightQuest

Just something small that would be nice: New, open, and close options in the File menu (like in, say, visual studio)
New would close the current document (asking if the user wants it saved), and bring up the new game dialog.
Open would:
a) show a listing of already made games
b) let you browse for your game's project file
Close would close the current game (asking if the user wants it saved), and open the initial dialog

Just a few idea's I thought would be nice, instead of having to completely close out of AGS and re-open it. :)

subspark

I also would like this feature.
Good suggestion, Nightquest2. Forgot about that.

Paul.

monkey0506

I know the logistics of it have represented a sticky situation, but some way of retrieving the size of a dynamic array would be much appreciated.

One way that could avoid the problem of creating a function accepting a type-generic parameter would be to allow dynamic arrays within custom structs. We could then track the size of the array ourselves simply.

NsMn

#179
Some more suggestions I have:

1. Make areas editable directly through script

2. GetAtXY, colliding and/or overlapping (Edit: Animation-) functions for Overlays

3. Make the game pause during blocking scripts (e.g. save GUI can be called during cutscene, Sierra/Lucasarts)

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