|
Bug Report | | Very Low | rearrangement of sash panels | Closed | |
|
Task Description
when app starts the rearrangement of sash panels can be seen |
|
Feature Request | | Low | undo and redo feature | Closed | |
2.0 |
Task Description
possibility to undo and redo actions |
|
Feature Request | | Low | rotate image function | Closed | |
|
Task Description
add new functionality to editor: Rotating an image (90°,180°, -90°) |
|
Feature Request | | Low | crop images | Closed | |
|
Task Description
Functionality to crop images that do not fit the resolution. |
|
Feature Request | | Low | ObjectAreas | Closed | |
1.1 |
Task Description
this is a action area with an image or animation attached |
|
Bug Report | Brige | High | loading save game | Closed | |
|
Task Description
the loading process seems to work but some data is not filled properly (f.e. missing areas). This results in nullpointer errors |
|
Bug Report | Brige | Low | Exporting Game | Closed | |
|
Task Description
Exporting game for App:
- Copy all pictures to a new directory
- Scale pictures to given resolution
- export wizard
- xml-file |
|
Bug Report | Brige | Low | Action Edit Dialog | Closed | |
|
Task Description
Actionedit Dialog doesn't work in Mac OS X (10.5).
Therefore the export and save functions don't work either. |
|
Bug Report | Brige | Medium | Crash beacause of Saving | Closed | |
|
Task Description
When not all information of a action (PictureStateChange and PictureChange) are given => Chash |
|
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 |
|
Bug Report | Michael Pfeuti | Low | open game adds imgs to current game | Closed | |
|
Task Description
open game adds imgs to current game and does not create a new 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 |
|
Bug Report | Michael Pfeuti | Low | Crash when action del | Closed | |
|
Task Description
When an action area (not in layer 0) is selected in the list and deleted => crash |
|
Bug Report | Michael Pfeuti | Low | Memory Management (Assigned Img) | Closed | |
|
Task Description
The only open Images should be the one of the current Picture. |
|
Bug Report | Michael Pfeuti | High | MemoryLeaks due to Duplicate method | Closed | |
|
Task Description
change duplicate method to a copy constructor
(issue occurs with the clipboard structure and the actions) |
|
Feature Request | Michael PfeutiBrige | Medium | Json Export | Closed | |
|
Task Description
|
|
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. |
|
Feature Request | Michael Pfeuti | Low | Character/object Animation | Closed | |
1.1 |
Task Description
specify animations for a character/object |
|
Feature Request | Michael Pfeuti | Low | Visibility for area | Closed | |
1.1 |
Task Description
possibility to make area invisible |
|
Bug Report | Michael Pfeuti | High | no selection (pic/area) possible | Closed | |
1.1 |
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) |
|
Feature Request | Michael Pfeuti | Low | Inventory Item Viewer/Renamer | Closed | |
1.1 |
Task Description
|
|
Feature Request | Michael Pfeuti | Low | Add (Virt.) item to inventory | Closed | |
1.1 |
Task Description
name of item works with code completion |
|
Feature Request | Michael Pfeuti | Low | Item Naming hierachy | Closed | |
1.1 |
Task Description
q2.kitchen.light => implies tree |
|
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. |
|
Bug Report | Michael Pfeuti | High | animation is not copied with a copy of an object | Closed | |
1.1 |
Task Description
|
|
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 |
|
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 |
|
Bug Report | Michael Pfeuti | Low | Animation Speed control | Closed | |
|
Task Description
it should be possible to specify at how many fps an animation should be replayed |
|
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
------------------------------
waiting on brige for refactoring of picturepanels |
|
Feature Request | Michael Pfeuti | Low | Text Action | Closed | |
1.1 |
Task Description
this action causes that a text is displayed somewhere |
|
Feature Request | Michael Pfeuti | Low | Stop Animation Action | Closed | |
1.1 |
Task Description
for stopping looping animations.
Animation & Sound |
|
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 | 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 | | Very Low | image zoom | New | |
|
Task Description
initial image zoom is not fit to screen |