Feature todo-list

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  • As my game grows, so does the clutter in the event sheet editor dialogs. I have to sift through dozens of useless Tiled Background objects that I don't need to perform actions on because they're just decorative. I'd like to request a way to exclude them from the dialog so that I just see the objects I'm concerned with. Would it be possible to add a new property to each object's Common properties to take care of this? Something like "Include in events" with the default being a checkmark or a "Yes." Something toggle-able, in case I want to go back later and include that object for event editing.

    Note that I don't want to make them hide in events already created, just the object picker.

  • I'm not sure if its available, but we should be able to move the order of private variables (so if you add another variable later, you could move it next to the other variables that it relates to etc.)

    would be cool.

  • I agree on both of these, but i think the private variable thing is of higher priority. Actually it feels more like it should be a bugfix then a wish on a to-do list. It's probably easy to fix too.

  • As my game grows, so does the clutter in the event sheet editor dialogs. I have to sift through dozens of useless Tiled Background objects that I don't need to perform actions on because they're just decorative. I'd like to request a way to exclude them from the dialog so that I just see the objects I'm concerned with. Would it be possible to add a new property to each object's Common properties to take care of this? Something like "Include in events" with the default being a checkmark or a "Yes." Something toggle-able, in case I want to go back later and include that object for event editing.

    Note that I don't want to make them hide in events already created, just the object picker.

    organization is definitely needed here. having the option of ordering the objects in the object picker dialog would be even better

  • Yet another feature request...

    Would it be possible to enable copy/paste between apps? I just tried it with no luck. I copy the orangeBox:

    <img src="http://xs123.xs.to/xs123/08030/app1448.jpg">

    But when I paste it into a new app, I get a blank sprite with no name:

    <img src="http://xs123.xs.to/xs123/08030/app2625.jpg">

    I'm starting a project with someone else. They'll be doing the graphics, and I'll be doing the coding. It would make merging our work together much easier.

  • Edit:

    Never mind, I'm stupid. Ignore this post <img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarassed" />

    Um, not the above post. Just this one.

  • Perhaps integrating UPX (Ultimate Packer for eXecutables) into the export .exe function? It takes the RTS template down from 1011kb to about 500kb.

  • how about allowing events involving families to be created without the requirement of actual sprites? maybe even give families private variables. that would make it more modularized and allow families to act similarly to base classes.

  • In 0.90.2, families have the private variables that are common to all objects in the family. So if you have Sprite1 (Var1, Var2), Sprite2 (Var1, Var2, Var3) and Sprite3 (Var4, Var1, Var2, Var3) in family Friendly, the Friendly family will have Var1 and Var2 because they are common to all.

    The same goes with movements: if all objects in the family have the same set of movements, you can also access the movement actions/conditions etc. in that family.

  • i guess what i want is the possibility of a properties tab/window for families

    what about creating events for families even though sprites have yet to be added? it'd be nice to go straight into creating general events that can be applied en masse without first having to create placeholder sprites.

    the ability to choose whether to reference an external image file or to create within construct during the creation of a sprite would be extremely useful as well

  • Would it be possible to enable copy/paste between apps? I just tried it with no luck.

    It would be very comfortable, it happens quite often I do it in MMF2.

  • I'll probably try my hand at it once I get Visual Studio installed this Friday, but a scrollbar plugin would be really nice...

    Mainly to simplify making a level editor...

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  • On the middle of a hard bug seeking in MMF, I had this idea: print feature for the debugger.

    When the bug occoured, I had plenty of variables to check around, and having all the situation under my eyes in one or two papers would have been far more comfortable then navigating all around the debugger, always having a partial view of the situation.

    I also would have been free to stop running the game and go checking the event editor with all the events printed under my eyes.

    Or have a check later in the evening, when my mind is more fresh and I don't have to become crazy trying reproducing the bug (if I succeed riproducing!!).

    In fact, I've not founded where is the bug yet -__-;

    With that feature, bug fixing would become really less painful!

  • How about double clicking debugger items, to add them to the watch page? You can use that to pluck out a handful of values from different objects that you want to track, and view them in one list in the watch tab.

  • That would be a smart add!

    But it wouldn't change much for what sampled above..

    The fact is.. if I encounter weird bug, I could desire to "freeze" the situation and print (or save on a file) all actual the content of the debugger.

    So that (if I don't succeed to discover what is the problem right now) I don't have to become crazy trying to reproduce the bug every time. IF I succeed to reproduce it (in complex games it's not such an uncommon situation).

    In general (large personal experience), for complex games it would make the debugging process far less painful!

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