Iocaste Editor

Task Type  ascAssigned ToSeveritySummaryStatusProgressDue In Version
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
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.
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
Feature RequestMichael PfeutiLowCharacter/object PoolAssigned
80%
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 RequestLowstart menu for gameNew
0%
1.2 Task Description set the welcome screen of the exported game. (new game, load, settings, ...)
Feature RequestLowvideo actionNew
0%
2.0 Task Description action that play a video file
Feature RequestLowmagic wand selecting color basedNew
0%
2.0 Task Description see magic wand selecting contrast based
Feature RequestLowmagic wand selecting contrast basedNew
0%
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 RequestLowstart current game from editorNew
0%
1.2 Task Description start game, and load current scene
Feature RequestLowhierarchy for pictureNew
0%
2.0 Task Description folder structure for pictures, otherwise one get lost easily with many pictures
Feature RequestLowcustom cursersNew
0%
1.2 Task Description allow user to set custom cursors for the game this also includes an action to change the cursor
Feature RequestLowValidation of actionsNew
0%
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 RequestLowDo/Undo featureNew
0%
2.0 Task Description standard do undo buttons
Feature RequestLowcommand line featuresNew
0%
2.0 Task Description for example pass the file name of a project
Feature RequestLowplugin system New
0%
1.2 Task Description plugin system to easily add new actions
Feature RequestLowDialog systemNew
0%
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 RequestLowParallel vs. Serial Action SequencesNew
0%
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 RequestLowCharacter Scaling in PanelsNew
0%
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 RequestLowDefault ActionsNew
0%
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)
Feature RequestMediumxml exportNew
0%
1.2 Task Description replace whitespaces in strings with _
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