|
Feature Request | | Low | video action | New | |
2.0 |
Task Description
action that play a video file |
|
Feature Request | | Low | magic wand selecting color based | New | |
2.0 |
Task Description
see magic wand selecting contrast based |
|
Feature Request | | Low | magic wand selecting contrast based | New | |
2.0 |
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. |
|
Feature Request | | Low | hierarchy for picture | New | |
2.0 |
Task Description
folder structure for pictures, otherwise one get lost easily with many pictures |
|
Feature Request | | Low | undo and redo feature | Closed | |
2.0 |
Task Description
possibility to undo and redo actions |
|
Feature Request | | Low | Validation of actions | New | |
2.0 |
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. |
|
Feature Request | | Low | Do/Undo feature | New | |
2.0 |
Task Description
standard do undo buttons |
|
Feature Request | | Low | command line features | New | |
2.0 |
Task Description
for example pass the file name of a project |
|
Bug Report | | Low | Hierarchy/groups for inventory item/objects | New | |
2.0 |
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 |
|
Bug Report | | Low | Introduce SharedPointers | New | |
2.0 |
Task Description
|
|
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 |
|
Feature Request | | Low | start menu for game | New | |
1.2 |
Task Description
set the welcome screen of the exported game. (new game, load, settings, ...) |
|
Feature Request | | Low | start current game from editor | New | |
1.2 |
Task Description
start game, and load current scene |
|
Feature Request | | Low | custom cursers | New | |
1.2 |
Task Description
allow user to set custom cursors for the game
this also includes an action to change the cursor |
|
Bug Report | | Medium | resolve index battle | New | |
1.2 |
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 |
|
Feature Request | | Low | plugin system | New | |
1.2 |
Task Description
plugin system to easily add new actions |
|
Feature Request | | Low | Dialog system | New | |
1.2 |
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 |
|
Bug Report | | Low | update references of items when copy/cut them | New | |
1.2 |
Task Description
|
|
Feature Request | | Low | Parallel vs. Serial Action Sequences | New | |
1.2 |
Task Description
Action Preferences Dialog:
Each action is in a block of parallel action sequences. It is possible to arrange parallel sequences in a serial sequence.
Each action gets the number of its sequence for saving.
Actions are listed in a table. Each action gets a number. Actions with the same number are executed parallel. |
|
Feature Request | | Low | Character Scaling in Panels | New | |
1.2 |
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. |
|
Feature Request | | Low | Default Actions | New | |
1.2 |
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) |
|
Bug Report | | Low | Game Creation Wizard | New | |
1.2 |
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 |
|
Bug Report | | Low | action affect only local layer/pic after export | New | |
1.2 |
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 |
|
Feature Request | | Medium | xml export | New | |
1.2 |
Task Description
replace whitespaces in strings with _ |
|
Bug Report | | Medium | edit object deletes actions | New | |
1.2 |
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) |
|
Bug Report | | Low | Default text font | New | |
1.2 |
Task Description
in show text you always have to select the font |
|
Bug Report | | Low | Remove IDs from the xml import/export | New | |
1.2 |
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. |
|
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. |
|
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. |
|
Bug Report | Michael Pfeuti | Low | Fix Transformations | New | |
1.2 |
Task Description
use gcdc and its affine transform |
|
Feature Request | | Low | ObjectAreas | Closed | |
1.1 |
Task Description
this is a action area with an image or animation attached |
|
Feature Request | Brige | Low | Characters | Closed | |
1.1 |
Task Description
charactes which can move around |
|
Feature Request | Brige | Low | Walking area | Closed | |
1.1 |
Task Description
walking area for characters to move in |
|
Feature Request | Brige | Low | SAVE/LOAD/EXPORT for Games | Closed | |
1.1 |
Task Description
for the export of the scriptaction we need to generate "normal actions" from the code |
|
Feature Request | Brige | Low | Object Drawing Order | Closed | |
1.1 |
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. |
|
Bug Report | Michael Pfeuti | Low | flickering with rightclick on tabs | Closed | |
1.1 |
Task Description
the whole tab panel gets reloaded and therefore flickering. previously selected tab is unselected. |
|
Feature Request | Michael Pfeuti | Low | move areas between layers | Closed | |
1.1 |
Task Description
add a menu item to move areas between layers to the right click menu of the action areas. |
|
Feature Request | Michael Pfeuti | Low | Sound action | Closed | |
1.1 |
Task Description
an action that play a sound file |
|
Feature Request | Michael Pfeuti | Low | background sound | Closed | |
1.1 |
Task Description
assign background sound to a image |
|
Feature Request | Michael Pfeuti | Low | action area with image | Closed | |
1.1 |
Task Description
so far action areas are invisible in the final game. it should be possible that a area shows an image. By this, one image is not so static. it should also be possible to change to images through an action event.
exp: open door vs. closed door |
|
Bug Report | Michael Pfeuti | Low | progressbar while loading saved game | Closed | |
1.1 |
Task Description
progressbar while loading saved game |
|
Feature Request | Michael Pfeuti | Low | disable buttons | Closed | |
1.1 |
Task Description
disable buttons which cannot be pressed at the moment |
|
Feature Request | Michael Pfeuti | Low | Start external Image Editor | Closed | |
1.1 |
Task Description
start gimp etc directly from within iocaste |
|
Bug Report | Michael Pfeuti | Low | Action Order | Closed | |
1.1 |
Task Description
Only first layer can be managed |
|
Feature Request | Michael PfeutiBrige | High | ControlEntityTree | Closed | |
1.1 |
Task Description
|
|
Feature Request | Michael Pfeuti | Low | Script action | Closed | |
1.1 |
Task Description
an action which allows the developer to use a scripting language
-----------------------
the primary action is missing |
|
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) |
|
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. |
|
Feature Request | Michael Pfeuti | Low | Entering Scene Events | Closed | |
1.1 |
Task Description
this will replace the sound on enter feature |
|
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. |