We are looking for users opinion on what properties are edited first most often in AGS.
There is a way to make them selected on the property panel when you open the object for editing. Thus you can immediately see that property on screen (if the list is so long that it requires scrolling) and also start typing property value right away.
If you have any ideas on that, please state it here.
I suggest making a table like this:
Type | Property |
General Settings | Game Name |
Character | Name |
Walkable Area | Area specific view |
Etc
Full list:
Type | Property |
GUI | |
Form | BackgroundImage |
Button | Text |
Inventory | CharacterID |
Label | Text |
ListBox | Font |
Slider | Value |
TextBox | Font |
WindowEdge | Image |
TextWindow | Padding |
Audio | |
Clip | DefaultVolume |
Folder | DefaultVolume |
Type | VolumeReductionWhileSpeechPlaying |
Room | |
Nothing | Image |
Object | Image |
Hotspot | Description |
WalkableArea | AreaSpecificView |
WalkBehind | Baseline |
Region | LightLevel |
Misc | |
General Settings | Game Name |
Colours | Colours |
Sprite | Resolution |
Text parser | Word |
Lip sync | Type |
Inventory items | Image |
Dialog | Name |
Views | Name |
Character | Name |
Cursor | Image |
Font | Name |
Script | Name |
I see that no one is really interested in checking this. :)
Personally I do not have any objections.
ChamberOfFear, if you would just update your pull request to match this table (there's at least one change you did here - the default property for General Settings), I will merge it.
I'd be happy to check this, I hadn't seen the thread before. I can write up a list tonight if you like, although of course it's going to be slightly different so we may need a third person as tie breaker :)
I'll wait then :)
Here's my list,
Full list:
Type | Property |
GUI | |
Form | Z-Order |
Button | Image |
Inventory | CharacterID |
Label | Text |
ListBox | TextColorNumber |
Slider | HandleImage |
TextBox | TextColorNumber |
WindowEdge | Image |
Audio | |
Clip | BundlingType |
Folder | DefaultBundlingType |
Type | VolumeReductionWhileSpeechPlaying |
Room | |
Nothing | Description |
Object | Image |
Hotspot | Description |
WalkableArea | ScalingLevel |
WalkBehind | Baseline |
Region | LightLevel |
Misc | |
General Settings | Enable Debug Mode |
Sprite | Resolution |
Text parser | Word |
Lip sync | DefaultFrame |
Inventory items | Image |
Dialog | Name |
Views | Name |
Character | StartingRoom |
Cursor | Image |
Font | OutlineStyle |
Script | Name |
I was able to implement every suggestion made by Radiant except the following:
Type | Property |
GUI | |
Form | Z-Order |
Room | |
Object | Image |
I'm unable to figure out why, in case of GUI > Form > Z-Order it might be because Z-Order is not a property belonging to the class GUI. I tried setting Z-Order anyways, however when I do that Z-Order overrides every other GUI component's DefaultProperty. There is also a class NormalGUI that inherits from GUI and actually has Z-Order as a Property, so I tried setting DefaultProperty there, but the same problem occurs.
For Room > Object > Image I have no clue at all to why it doesn't work, it just doesn't seem to trigger and keeps the same DefaultPropertyValue as Room > Nothing.
These are minor losses however so maybe we could live without them? If anyone wants to try and figure it out the code is here https://github.com/adventuregamestudio/ags/pull/228