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Bug Report | | Low | update references of items when copy/cut them | New | |
1.2 |
Task Description
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Bug Report | | Medium | resolve index battle | New | |
1.2 |
Task Description
there are many index attributes which seem obsolete.
the index of a layer isn't assigned correctly.
either use only indices as unique identifiers or name. but don't mix
decision 06.02.2011:
- use indices |
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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. |
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Bug Report | | Low | Remove IDs from the xml import/export | New | |
1.2 |
Task Description
We don't need to manage the IDs in the code. the ID's are only necessary during the loading process to make sure we rebuild the correct pointer relationships. Thus, the exporter should manage the creation of the IDs. |
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Bug Report | | Very Low | rearrangement of sash panels | Closed | |
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Task Description
when app starts the rearrangement of sash panels can be seen |
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Bug Report | Michael Pfeuti | Low | progressbar while loading saved game | Closed | |
1.1 |
Task Description
progressbar while loading saved game |
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Bug Report | Michael Pfeuti | Low | open game adds imgs to current game | Closed | |
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Task Description
open game adds imgs to current game and does not create a new game. |
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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) |
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Bug Report | Michael Pfeuti | High | MemoryLeaks due to Duplicate method | Closed | |
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Task Description
change duplicate method to a copy constructor
(issue occurs with the clipboard structure and the actions) |
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Bug Report | Michael Pfeuti | Low | Memory Management (Assigned Img) | Closed | |
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Task Description
The only open Images should be the one of the current Picture. |
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Bug Report | Brige | High | loading save game | Closed | |
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Task Description
the loading process seems to work but some data is not filled properly (f.e. missing areas). This results in nullpointer errors |
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Bug Report | | Low | Introduce SharedPointers | New | |
2.0 |
Task Description
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Bug Report | | Very Low | image zoom | New | |
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Task Description
initial image zoom is not fit to screen |
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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 |
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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 |
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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. |
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Bug Report | Michael Pfeuti | Low | Fix Transformations | New | |
1.2 |
Task Description
use gcdc and its affine transform |
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Bug Report | Brige | Low | Exporting Game | Closed | |
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Task Description
Exporting game for App:
- Copy all pictures to a new directory
- Scale pictures to given resolution
- export wizard
- xml-file |
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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) |
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Bug Report | | Low | Default text font | New | |
1.2 |
Task Description
in show text you always have to select the font |
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Bug Report | Michael Pfeuti | Low | Crash when action del | Closed | |
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Task Description
When an action area (not in layer 0) is selected in the list and deleted => crash |
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Bug Report | Brige | Medium | Crash beacause of Saving | Closed | |
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Task Description
When not all information of a action (PictureStateChange and PictureChange) are given => Chash |
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Bug Report | Michael Pfeuti | Low | Animation Speed control | Closed | |
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Task Description
it should be possible to specify at how many fps an animation should be replayed |
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Bug Report | Michael Pfeuti | High | animation is not copied with a copy of an object | Closed | |
1.1 |
Task Description
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Bug Report | Michael Pfeuti | Low | Action Order | Closed | |
1.1 |
Task Description
Only first layer can be managed |
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Bug Report | Brige | Low | Action Edit Dialog | Closed | |
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Task Description
Actionedit Dialog doesn't work in Mac OS X (10.5).
Therefore the export and save functions don't work either. |
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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 |
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Feature Request | | Medium | xml export | New | |
1.2 |
Task Description
replace whitespaces in strings with _ |
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Feature Request | Brige | Low | Walking area | Closed | |
1.1 |
Task Description
walking area for characters to move in |
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Feature Request | Michael Pfeuti | Low | Visibility for area | Closed | |
1.1 |
Task Description
possibility to make area invisible |
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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. |
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Feature Request | | Low | video action | New | |
2.0 |
Task Description
action that play a video file |
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Feature Request | | Low | Validation of actions | New | |
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. |
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Feature Request | | Low | undo and redo feature | Closed | |
2.0 |
Task Description
possibility to undo and redo actions |
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Feature Request | Michael Pfeuti | Low | Text Action | Closed | |
1.1 |
Task Description
this action causes that a text is displayed somewhere |
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Feature Request | Michael Pfeuti | Low | Stop Animation Action | Closed | |
1.1 |
Task Description
for stopping looping animations.
Animation & Sound |
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Feature Request | | Low | start menu for game | New | |
1.2 |
Task Description
set the welcome screen of the exported game. (new game, load, settings, ...) |
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Feature Request | Michael Pfeuti | Low | Start external Image Editor | Closed | |
1.1 |
Task Description
start gimp etc directly from within iocaste |
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Feature Request | | Low | start current game from editor | New | |
1.2 |
Task Description
start game, and load current scene |
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Feature Request | Michael Pfeuti | Low | Sound action | Closed | |
1.1 |
Task Description
an action that play a sound file |
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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 |
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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 |
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Feature Request | | Low | rotate image function | Closed | |
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Task Description
add new functionality to editor: Rotating an image (90°,180°, -90°) |
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Feature Request | | Low | plugin system | New | |
1.2 |
Task Description
plugin system to easily add new actions |
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Feature Request | | Low | Parallel vs. Serial Action Sequences | New | |
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. |
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Feature Request | | Low | ObjectAreas | Closed | |
1.1 |
Task Description
this is a action area with an image or animation attached |
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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 |
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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. |
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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. |
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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 |