|
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 | 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 | 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 | Michael Pfeuti | Low | Action Order | Closed | |
1.1 |
Task Description
Only first layer can be managed |
|
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 | 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 |
|
Bug Report | Michael Pfeuti | High | animation is not copied with a copy of an object | Closed | |
1.1 |
Task Description
|
|
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 | background sound | Closed | |
1.1 |
Task Description
assign background sound to a image |
|
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 | Michael Pfeuti | Low | Character/object Animation | Closed | |
1.1 |
Task Description
specify animations for a character/object |
|
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. |
|
Feature Request | Brige | Low | Characters | Closed | |
1.1 |
Task Description
charactes which can move around |
|
Feature Request | | Low | command line features | New | |
2.0 |
Task Description
for example pass the file name of a project |
|
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 |
|
Feature Request | Michael PfeutiBrige | High | ControlEntityTree | Closed | |
1.1 |
Task Description
|
|
Bug Report | Brige | Medium | Crash beacause of Saving | Closed | |
|
Task Description
When not all information of a action (PictureStateChange and PictureChange) are given => Chash |
|
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 |
|
Feature Request | | Low | crop images | Closed | |
|
Task Description
Functionality to crop images that do not fit the resolution. |
|
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 |
|
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 | Default text font | New | |
1.2 |
Task Description
in show text you always have to select the font |
|
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 | | 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 |
|
Feature Request | Michael Pfeuti | Low | disable buttons | Closed | |
1.1 |
Task Description
disable buttons which cannot be pressed at the moment |
|
Feature Request | | Low | Do/Undo feature | New | |
2.0 |
Task Description
standard do undo buttons |
|
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) |
|
Feature Request | Michael Pfeuti | Low | Entering Scene Events | Closed | |
1.1 |
Task Description
this will replace the sound on enter feature |
|
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 | Michael Pfeuti | Low | Fix Transformations | New | |
1.2 |
Task Description
use gcdc and its affine transform |
|
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. |
|
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 |
|
Feature Request | | Low | hierarchy for picture | New | |
2.0 |
Task Description
folder structure for pictures, otherwise one get lost easily with many pictures |
|
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 | | Very Low | image zoom | New | |
|
Task Description
initial image zoom is not fit to screen |
|
Bug Report | | Low | Introduce SharedPointers | New | |
2.0 |
Task Description
|
|
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 | Inventory Item Viewer/Renamer | Closed | |
1.1 |
Task Description
|
|
Feature Request | Michael Pfeuti | Low | Item Naming hierachy | Closed | |
1.1 |
Task Description
q2.kitchen.light => implies tree |
|
Feature Request | Michael PfeutiBrige | Medium | Json Export | Closed | |
|
Task Description
|
|
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 |
|
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 | Michael Pfeuti | Low | Memleak detector | Closed | |
2.0 |
Task Description
http://stackoverflow.com/questions/1761125/gcc-memory-leak-detection-equivalent-to-microsoft-crtdbg-h |
|
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 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. |
|
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 | 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. |
|
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 |