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Bug Report | Michael Pfeuti | Low | open game adds imgs to current game | Closed | |
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Task Description
open game adds imgs to current game and does not create a new game. |
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Feature Request | Michael Pfeuti | Low | disable buttons | Closed | |
1.1 |
Task Description
disable buttons which cannot be pressed at the moment |
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Feature Request | Michael Pfeuti | Low | Start external Image Editor | Closed | |
1.1 |
Task Description
start gimp etc directly from within iocaste |
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Bug Report | Michael Pfeuti | Low | Action Order | Closed | |
1.1 |
Task Description
Only first layer can be managed |
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Bug Report | Michael Pfeuti | Low | Crash when action del | Closed | |
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Task Description
When an action area (not in layer 0) is selected in the list and deleted => crash |
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Bug Report | Michael Pfeuti | Low | Memory Management (Assigned Img) | Closed | |
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Task Description
The only open Images should be the one of the current Picture. |
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Feature Request | Michael Pfeuti | Low | Script action | Closed | |
1.1 |
Task Description
an action which allows the developer to use a scripting language
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the primary action is missing |
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Feature Request | Michael Pfeuti | Low | Design Scripting language | Closed | |
1.1 |
Task Description
used for the script action
- parallelism
- break conditions (MOVE is primary, ANIMATION and SOUND is secondary. Break as soon as MOVE stops) |
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Feature Request | Michael Pfeuti | Low | Inventory Actions | Closed | |
1.1 |
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. |
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Feature Request | Michael Pfeuti | Low | Entering Scene Events | Closed | |
1.1 |
Task Description
this will replace the sound on enter feature |
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Feature Request | Michael Pfeuti | Low | Virtual inventory items | Closed | |
1.1 |
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. |
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Feature Request | Michael Pfeuti | Low | Character/object Animation | Closed | |
1.1 |
Task Description
specify animations for a character/object |
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Feature Request | Michael Pfeuti | Low | Visibility for area | Closed | |
1.1 |
Task Description
possibility to make area invisible |
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Feature Request | Michael Pfeuti | Low | Inventory Item Viewer/Renamer | Closed | |
1.1 |
Task Description
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Feature Request | Michael Pfeuti | Low | Add (Virt.) item to inventory | Closed | |
1.1 |
Task Description
name of item works with code completion |
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Feature Request | Michael Pfeuti | Low | Item Naming hierachy | Closed | |
1.1 |
Task Description
q2.kitchen.light => implies tree |
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Bug Report | Michael Pfeuti | Low | Replace Duplicate with Copy Constructor | Closed | |
1.2 |
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. |
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Feature Request | Michael Pfeuti | Low | Animation Action | Closed | |
1.1 |
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 |
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Feature Request | Michael Pfeuti | Low | Conditional Action | Closed | |
1.1 |
Task Description
it should be possible to model the following:
if SOME ITEM then ACTION |
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Bug Report | Michael Pfeuti | Low | Animation Speed control | Closed | |
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Task Description
it should be possible to specify at how many fps an animation should be replayed |
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Feature Request | Michael Pfeuti | Low | Object movement action | Closed | |
1.1 |
Task Description
action that causes an object to change position
how can we define a motion in a user-friendly way
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waiting on brige for refactoring of picturepanels |
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Feature Request | Michael Pfeuti | Low | Text Action | Closed | |
1.1 |
Task Description
this action causes that a text is displayed somewhere |
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Feature Request | Michael Pfeuti | Low | Stop Animation Action | Closed | |
1.1 |
Task Description
for stopping looping animations.
Animation & Sound |
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Feature Request | Michael Pfeuti | Low | Character/object Pool | Assigned | |
1.2 |
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. |
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Feature Request | Michael Pfeuti | Low | Memleak detector | Closed | |
2.0 |
Task Description
http://stackoverflow.com/questions/1761125/gcc-memory-leak-detection-equivalent-to-microsoft-crtdbg-h |
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Bug Report | Michael Pfeuti | Low | Fix Transformations | New | |
1.2 |
Task Description
use gcdc and its affine transform |