Iocaste Editor

Task TypeAssigned ToSeveritySummaryStatusProgress  ascDue In Version
Bug ReportMichael PfeutiLow Crash when action del Closed
100%
Task Description When an action area (not in layer 0) is selected in the list and deleted => crash
Bug ReportMichael PfeutiLow Memory Management (Assigned Img) Closed
100%
Task Description The only open Images should be the one of the current Picture.
Feature RequestLow ObjectAreas Closed
100%
1.1 Task Description this is a action area with an image or animation attached
Feature RequestMichael PfeutiLow Script action Closed
100%
1.1 Task Description an action which allows the developer to use a scripting language ----------------------- the primary action is missing
Feature RequestMichael PfeutiLow Design Scripting language Closed
100%
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 RequestMichael PfeutiLow Inventory Actions Closed
100%
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 RequestMichael PfeutiLow Entering Scene Events Closed
100%
1.1 Task Description this will replace the sound on enter feature
Feature RequestBrigeLow Characters Closed
100%
1.1 Task Description charactes which can move around
Feature RequestBrigeLow Walking area Closed
100%
1.1 Task Description walking area for characters to move in
Feature RequestMichael PfeutiLow Virtual inventory items Closed
100%
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.
Feature RequestMichael PfeutiLow Character/object Animation Closed
100%
1.1 Task Description specify animations for a character/object
Feature RequestMichael PfeutiLow Visibility for area Closed
100%
1.1 Task Description possibility to make area invisible
Feature RequestMichael PfeutiLow Inventory Item Viewer/Renamer Closed
100%
1.1 Task Description
Feature RequestMichael PfeutiLow Add (Virt.) item to inventory Closed
100%
1.1 Task Description name of item works with code completion
Feature RequestMichael PfeutiLow Item Naming hierachy Closed
100%
1.1 Task Description q2.kitchen.light => implies tree
Feature RequestBrigeLow SAVE/LOAD/EXPORT for Games Closed
100%
1.1 Task Description for the export of the scriptaction we need to generate "normal actions" from the code
Bug ReportMichael PfeutiLow Replace Duplicate with Copy Constructor Closed
100%
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 RequestMichael PfeutiLow Animation Action Closed
100%
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
Feature RequestMichael PfeutiLow Conditional Action Closed
100%
1.1 Task Description it should be possible to model the following: if SOME ITEM then ACTION
Feature RequestBrigeLow Object Drawing Order Closed
100%
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 ReportMichael PfeutiLow Animation Speed control Closed
100%
Task Description it should be possible to specify at how many fps an animation should be replayed
Feature RequestMichael PfeutiLow Object movement action Closed
100%
1.1 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
Feature RequestMichael PfeutiLow Text Action Closed
100%
1.1 Task Description this action causes that a text is displayed somewhere
Feature RequestMichael PfeutiLow Stop Animation Action Closed
100%
1.1 Task Description for stopping looping animations. Animation & Sound
Feature RequestMichael PfeutiLow Memleak detector Closed
100%
2.0 Task Description http://stackoverflow.com/questions/1761125/gcc-memory-leak-detection-equivalent-to-microsoft-crtdbg-h
Bug ReportVery Low rearrangement of sash panels Closed
100%
Task Description when app starts the rearrangement of sash panels can be seen
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