|
136 | Iocaste Editor | Feature Request | Low | ObjectAreas | Closed | All | |
|
Task Description
this is a action area with an image or animation attached |
|
137 | Iocaste Editor | Feature Request | Low | Script action | Closed | All | |
Michael Pfeuti |
Task Description
an action which allows the developer to use a scripting language
-----------------------
the primary action is missing |
|
138 | Iocaste Editor | Feature Request | Low | Design Scripting language | Closed | All | |
Michael Pfeuti |
Task Description
used for the script action
- parallelism
- break conditions (MOVE is primary, ANIMATION and SOUND is secondary. Break as soon as MOVE stops) |
|
139 | Iocaste Editor | Feature Request | Low | Inventory Actions | Closed | All | |
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 Editor | Feature Request | Low | Entering Scene Events | Closed | All | |
Michael Pfeuti |
Task Description
this will replace the sound on enter feature |
|
142 | Iocaste Editor | Feature Request | Low | Characters | Closed | All | |
Brige |
Task Description
charactes which can move around |
|
143 | Iocaste Editor | Feature Request | Low | Walking area | Closed | All | |
Brige |
Task Description
walking area for characters to move in |
|
144 | Iocaste Editor | Feature Request | Low | Virtual inventory items | Closed | All | |
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 Editor | Feature Request | Low | Character/object Animation | Closed | All | |
Michael Pfeuti |
Task Description
specify animations for a character/object |
|
146 | Iocaste Editor | Feature Request | Low | Visibility for area | Closed | All | |
Michael Pfeuti |
Task Description
possibility to make area invisible |
|
148 | Iocaste Editor | Feature Request | Low | Inventory Item Viewer/Renamer | Closed | All | |
Michael Pfeuti |
Task Description
|
|
149 | Iocaste Editor | Feature Request | Low | Add (Virt.) item to inventory | Closed | All | |
Michael Pfeuti |
Task Description
name of item works with code completion |
|
150 | Iocaste Editor | Feature Request | Low | Item Naming hierachy | Closed | All | |
Michael Pfeuti |
Task Description
q2.kitchen.light => implies tree |
|
158 | Iocaste Editor | Feature Request | Low | Animation Action | Closed | All | |
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 Editor | Feature Request | Low | Conditional Action | Closed | All | |
Michael Pfeuti |
Task Description
it should be possible to model the following:
if SOME ITEM then ACTION |
|
160 | Iocaste Editor | Feature Request | Low | Object Drawing Order | Closed | Win32 | |
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. |
|
163 | Iocaste Editor | Feature Request | Low | Object movement action | Closed | All | |
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 Editor | Feature Request | Low | Text Action | Closed | All | |
Michael Pfeuti |
Task Description
this action causes that a text is displayed somewhere |
|
179 | Iocaste Editor | Feature Request | Low | Memleak detector | Closed | All | |
Michael Pfeuti |
Task Description
http://stackoverflow.com/questions/1761125/gcc-memory-leak-detection-equivalent-to-microsoft-crtdbg-h |
|
2910 | Graphic Utility Library | Feature Request | Low | wrap pugixml | Closed | All | |
|
Task Description
we should not depend on pugixml classes to implement the persistance. wrap in own xml classes to keep option of changing xml backend |
|
2911 | Graphic Utility Library | Feature Request | Low | Image class | Closed | All | |
|
Task Description
class to represent images.
implicit data sharing is needed to avoid expensive assignment operator |
|
3176 | Graphic Utility Library | Feature Request | Low | Logging | Closed | All | |
|
Task Description
a logging and error reporting mechanism with different backends |
|
3182 | Graphic Utility Library | Feature Request | Low | OpenGL image | Closed | Win32 | |
|
Task Description
Design image class such that it is transparent to the user if an algorithm operates in the opengl image or the host image |
|
3184 | Graphic Utility Library | Feature Request | Low | unsigned char image base type | Closed | Win32 | |
|
Task Description
now we store the data as float (also RGBA class uses is based on float)
make this defineable which basic type should be used |
|
3185 | Graphic Utility Library | Feature Request | Low | Video IO | Closed | Win32 | |
|
Task Description
Realize video IO with ffmpeg/libav. |
|
3186 | Graphic Utility Library | Feature Request | Low | Video Class | Closed | Win32 | |
|
Task Description
Not only provide Video IO ( FS#3185 ) but also a video class. this makes it clearer when algorithms operate an a video (sequence of image). |
|
3188 | Graphic Utility Library | Feature Request | Low | Persistent Settings | Closed | Win32 | |
|
Task Description
finish up TestSettingsManager |
|
3194 | Graphic Utility Library | Feature Request | Low | Integrate glfw | Closed | Win32 | |
|
Task Description
Use glfw for simple window creation, gl contex, intput, timing handling |
|
3196 | Graphic Utility Library | Feature Request | Low | GLSL Shader handling | Closed | Win32 | |
|
Task Description
load source compile it and return a program. |
|
167 | Iocaste Editor | Feature Request | Low | Character/object Pool | Assigned | All | |
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. |
|
8 | Iocaste Editor | Feature Request | Low | start menu for game | New | All | |
|
Task Description
set the welcome screen of the exported game. (new game, load, settings, ...) |
|
9 | Iocaste Editor | Feature Request | Low | video action | New | All | |
|
Task Description
action that play a video file |
|
12 | Iocaste Editor | Feature Request | Low | magic wand selecting color based | New | All | |
|
Task Description
see magic wand selecting contrast based |
|
13 | Iocaste Editor | Feature Request | Low | magic wand selecting contrast based | New | All | |
|
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. |
|
14 | Iocaste Editor | Feature Request | Low | start current game from editor | New | All | |
|
Task Description
start game, and load current scene |
|
15 | Iocaste Editor | Feature Request | Low | hierarchy for picture | New | All | |
|
Task Description
folder structure for pictures, otherwise one get lost easily with many pictures |
|
16 | Iocaste Editor | Feature Request | Low | custom cursers | New | All | |
|
Task Description
allow user to set custom cursors for the game
this also includes an action to change the cursor |
|
22 | Iocaste Editor | Feature Request | Low | Validation of actions | New | All | |
|
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. |
|
27 | xfce4-linelight-plugin | Feature Request | Low | keybinding | New | All | |
|
Task Description
possibility to open the search window by a shortcut (definable through xfce) |
|
41 | Iocaste Editor | Feature Request | Low | Do/Undo feature | New | All | |
|
Task Description
standard do undo buttons |
|
42 | Iocaste Editor | Feature Request | Low | command line features | New | All | |
|
Task Description
for example pass the file name of a project |
|
44 | Iocaste Editor | Feature Request | Low | plugin system | New | All | |
|
Task Description
plugin system to easily add new actions |
|
45 | Iocaste Game Engine | Feature Request | Low | Sounds | New | All | |
|
Task Description
add sound |
|
141 | Iocaste Editor | Feature Request | Low | Dialog system | New | All | |
|
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 |
|
152 | Graphic Utility Library | Feature Request | Low | 1D - 4D noise function | New | All | |
Michael Pfeuti |
Task Description
perlin/simplex noise |
|
153 | Graphic Utility Library | Feature Request | Low | Primary Ray Generation | New | All | |
Michael Pfeuti |
Task Description
ray generation for ray tracing |
|
169 | Iocaste Editor | Feature Request | Low | Character Scaling in Panels | New | All | |
|
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. |
|
173 | Iocaste Editor | Feature Request | Low | Default Actions | New | All | |
|
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) |
|
176 | Iocaste Editor | Feature Request | Medium | xml export | New | All | |
|
Task Description
replace whitespaces in strings with _ |
|
182 | Graphic Utility Library | Feature Request | Low | Unicode Strings | New | All | |
|
Task Description
|