All Projects

IDProject  ascTask TypeSeveritySummaryStatusOperating SystemProgressAssigned To
 139 Iocaste EditorFeature RequestLow Inventory Actions ClosedAll
100%
Michael Pfeuti Task Description an action to interact with an inventory this also includes the gui that allows the user to design the game command panel (pick up, look at, ... and the inventory) offer two styles: - MI3-like (menu popup after holding mouse) - MI1 or MI5 global button that opens menu or menu that is always present NOTE: make action set permanent after new game. maybe a wizard. this simplifies the actionarea grouping. exp: goto of an object has actions and then the users deletes goto. This forces us to loop over all layers of all pictures.
 140 Iocaste EditorFeature RequestLow Entering Scene Events ClosedAll
100%
Michael Pfeuti Task Description this will replace the sound on enter feature
 142 Iocaste EditorFeature RequestLow Characters ClosedAll
100%
Brige Task Description charactes which can move around
 143 Iocaste EditorFeature RequestLow Walking area ClosedAll
100%
Brige Task Description walking area for characters to move in
 144 Iocaste EditorFeature RequestLow Virtual inventory items ClosedAll
100%
Michael Pfeuti Task Description the idea is that it is always possible to check what is in the inventory. that way different behaviour of charactes and action can be modeled. however, sometime a flag is needed. this can be done with a virtual inventory item which cannot be seen by the player.
 145 Iocaste EditorFeature RequestLow Character/object Animation ClosedAll
100%
Michael Pfeuti Task Description specify animations for a character/object
 146 Iocaste EditorFeature RequestLow Visibility for area ClosedAll
100%
Michael Pfeuti Task Description possibility to make area invisible
 147 Iocaste EditorBug ReportHigh no selection (pic/area) possible ClosedAll
100%
Michael Pfeuti Task Description it is possible to deselect everything in the two list. this results in a chrash (we assume that there is always a pic selected when we can select a area)
 148 Iocaste EditorFeature RequestLow Inventory Item Viewer/Renamer ClosedAll
100%
Michael Pfeuti Task Description
 149 Iocaste EditorFeature RequestLow Add (Virt.) item to inventory ClosedAll
100%
Michael Pfeuti Task Description name of item works with code completion
 150 Iocaste EditorFeature RequestLow Item Naming hierachy ClosedAll
100%
Michael Pfeuti Task Description q2.kitchen.light => implies tree
 156 Iocaste EditorBug ReportLow Replace Duplicate with Copy Constructor ClosedAll
100%
Michael Pfeuti Task Description this includes memory leak fixing there are many places that cause memory leaks because I was too lazy to do it properly CAUTION: for the duplication of abstract instances we need this method. when we have a AbstractAction and we want to duplicate it we cannot use the copy constructor.
 157 Iocaste EditorBug ReportHigh animation is not copied with a copy of an object ClosedAll
100%
Michael Pfeuti Task Description
 158 Iocaste EditorFeature RequestLow Animation Action ClosedAll
100%
Michael Pfeuti Task Description action that triggers an animation of an object this could be implemented in the same way as the change picture state action we also need a field to specify how many times an animation sould be played
 159 Iocaste EditorFeature RequestLow Conditional Action ClosedAll
100%
Michael Pfeuti Task Description it should be possible to model the following: if SOME ITEM then ACTION
 160 Iocaste EditorFeature RequestLow Object Drawing Order ClosedWin32
100%
Brige Task Description Depending in which walking are a character is, we draw the objects in a different order. This way we achieve the effect of forground and background. each walking area holds a list that tells if an object in this scene is in front or behind the character. we can locally change the order by introducing an additional walking area.
 162 Iocaste EditorBug ReportLow Animation Speed control ClosedAll
100%
Michael Pfeuti Task Description it should be possible to specify at how many fps an animation should be replayed
 163 Iocaste EditorFeature RequestLow Object movement action ClosedAll
100%
Michael Pfeuti Task Description action that causes an object to change position how can we define a motion in a user-friendly way ------------------------------ waiting on brige for refactoring of picturepanels
 164 Iocaste EditorFeature RequestLow Text Action ClosedAll
100%
Michael Pfeuti Task Description this action causes that a text is displayed somewhere
 179 Iocaste EditorFeature RequestLow Memleak detector ClosedAll
100%
Michael Pfeuti Task Description http://stackoverflow.com/questions/1761125/gcc-memory-leak-detection-equivalent-to-microsoft-crtdbg-h
167Iocaste EditorFeature RequestLowCharacter/object PoolAssignedAll
80%
Michael Pfeuti Task Description add all created characters in a pool from where the user can drag and drop an existin character into a new scene make it optional. sometimes we want instancing (when we modify one, all are changed) and sometimes we want independent copies. Of course some properties should be allowed to change like position.
3Iocaste EditorBug ReportVery Lowimage zoomNewLinux
50%
Task Description initial image zoom is not fit to screen
8Iocaste EditorFeature RequestLowstart menu for gameNewAll
0%
Task Description set the welcome screen of the exported game. (new game, load, settings, ...)
9Iocaste EditorFeature RequestLowvideo actionNewAll
0%
Task Description action that play a video file
12Iocaste EditorFeature RequestLowmagic wand selecting color basedNewAll
0%
Task Description see magic wand selecting contrast based
13Iocaste EditorFeature RequestLowmagic wand selecting contrast basedNewAll
0%
Task Description auto selection of areas with a similar contrast. this eases the task of marking action ares. it should be possible to change the constrast treshold during selection.
14Iocaste EditorFeature RequestLowstart current game from editorNewAll
0%
Task Description start game, and load current scene
15Iocaste EditorFeature RequestLowhierarchy for pictureNewAll
0%
Task Description folder structure for pictures, otherwise one get lost easily with many pictures
16Iocaste EditorFeature RequestLowcustom cursersNewAll
0%
Task Description allow user to set custom cursors for the game this also includes an action to change the cursor
22Iocaste EditorFeature RequestLowValidation of actionsNewAll
0%
Task Description when a game should be exported it would be wise to check if the actions of one area do not contradict each other. for instance one action says goto image 1 another says goto image 2. => uncertain behavior.
38Iocaste EditorBug ReportMediumresolve index battleNewAll
0%
Task Description there are many index attributes which seem obsolete. the index of a layer isn't assigned correctly. either use only indices as unique identifiers or name. but don't mix decision 06.02.2011: - use indices
41Iocaste EditorFeature RequestLowDo/Undo featureNewAll
0%
Task Description standard do undo buttons
42Iocaste EditorFeature RequestLowcommand line featuresNewAll
0%
Task Description for example pass the file name of a project
44Iocaste EditorFeature RequestLowplugin system NewAll
0%
Task Description plugin system to easily add new actions
141Iocaste EditorFeature RequestLowDialog systemNewAll
0%
Task Description possibilty to design and edit dialogs for charaters/etc - code completion for reacting on items in inventory - per action (look at, talk to, pick up,...) one tab - each tab holds a textfield which contains the whole dialog - [itemname] for enabling dialog options when item itemname is in inventory - add label for specifying action trigger at certain dialogs (f.e. [actionname] at the end of the line of a dialog - Deal with going back in the tree (last dialog option always goes back one level - add labels which can be jumped to at the beginning of a dialog line - in the dialog editor keep a list of all available (were created in this editor +/- action) actions for this dialog
151Iocaste EditorBug ReportLowupdate references of items when copy/cut themNewAll
0%
Task Description
169Iocaste EditorFeature RequestLowCharacter Scaling in PanelsNewAll
0%
Task Description when an object is made into a character it should be displayed the way it will appear in the game. Thus, it is necessary to scale it according to its position and relative size to the Dummy.
171Iocaste EditorBug ReportLowHierarchy/groups for inventory item/objectsNewAll
0%
Task Description to organise all items allow the user to put them in groups. same is should also be possible for objects/characters in the character/object pool
172Iocaste EditorBug ReportLowIntroduce SharedPointersNewAll
0%
Task Description
173Iocaste EditorFeature RequestLowDefault ActionsNewAll
0%
Task Description when no action is specified then a default action should be used ("no, I don't want to" "Not right now", and so on)
174Iocaste EditorBug ReportLowGame Creation WizardNewWin32
0%
Task Description when creating a game certain information should be given that do not change - the possible acitons (talk to, go to, ...) - the intentory style (MI1, MI2 static or MI3 right click popup or MI5 button open) and also the area where the intentory pops up
175Iocaste EditorBug ReportLowaction affect only local layer/pic after exportNewWin32
0%
Task Description for example move area in another picture should place a flag where the area has moved to. then the on enter actions should respect these flags
176Iocaste EditorFeature RequestMediumxml exportNewAll
0%
Task Description replace whitespaces in strings with _
177Iocaste EditorBug ReportMediumedit object deletes actionsNewWin32
0%
Task Description when an object has action and its image is edited it loses its actions (see objecteditdialog in OnOk() there we create a new action instead of editing the old)
178Iocaste EditorBug ReportLowDefault text fontNewAll
0%
Task Description in show text you always have to select the font
180Iocaste EditorBug ReportLowFix TransformationsNewAll
0%
Michael Pfeuti Task Description use gcdc and its affine transform
181Iocaste EditorBug ReportLowRemove IDs from the xml import/exportNewAll
0%
Task Description We don't need to manage the IDs in the code. the ID's are only necessary during the loading process to make sure we rebuild the correct pointer relationships. Thus, the exporter should manage the creation of the IDs.
17Iocaste Game EngineBug ReportLowResolution settingNewAll
0%
Task Description resize pictures and area to correct resolution. solve this with a special action.
45Iocaste Game EngineFeature RequestLowSoundsNewAll
0%
Task Description add sound
 132 UniGameBug ReportLow Deif's room ClosedWin32
100%
Task Description
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