|
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 | 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 |
|
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 |
|
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 |
|
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 |
|
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 |
|
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 | 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 | Michael Pfeuti | Low | Memleak detector | Closed | |
2.0 |
Task Description
http://stackoverflow.com/questions/1761125/gcc-memory-leak-detection-equivalent-to-microsoft-crtdbg-h |