Iocaste Editor

Task Type  ascAssigned ToSeveritySummaryStatusProgressDue In Version
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 RequestLowmagic wand selecting color basedNew
0%
2.0 Task Description see magic wand selecting contrast based
Feature RequestMichael PfeutiBrigeMedium Json Export Closed
100%
Task Description
Feature RequestMichael PfeutiLow Item Naming hierachy Closed
100%
1.1 Task Description q2.kitchen.light => implies tree
Feature RequestMichael PfeutiLow Inventory Item Viewer/Renamer Closed
100%
1.1 Task Description
Feature RequestMichael PfeutiLow Inventory Actions Closed
100%
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 RequestLowhierarchy for pictureNew
0%
2.0 Task Description folder structure for pictures, otherwise one get lost easily with many pictures
Feature RequestMichael PfeutiLow Entering Scene Events Closed
100%
1.1 Task Description this will replace the sound on enter feature
Feature RequestLowDo/Undo featureNew
0%
2.0 Task Description standard do undo buttons
Feature RequestMichael PfeutiLow disable buttons Closed
100%
1.1 Task Description disable buttons which cannot be pressed at the moment
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 RequestMichael PfeutiLow Design Scripting language Closed
100%
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 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 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 RequestLow crop images Closed
100%
Task Description Functionality to crop images that do not fit the resolution.
Feature RequestMichael PfeutiBrigeHigh ControlEntityTree Closed
100%
1.1 Task Description
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 RequestLowcommand line featuresNew
0%
2.0 Task Description for example pass the file name of a project
Feature RequestBrigeLow Characters Closed
100%
1.1 Task Description charactes which can move around
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 RequestMichael PfeutiLow Character/object Animation Closed
100%
1.1 Task Description specify animations for a character/object
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 RequestMichael PfeutiLow background sound  Closed
100%
1.1 Task Description assign background sound to a image
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 Add (Virt.) item to inventory Closed
100%
1.1 Task Description name of item works with code completion
Feature RequestMichael PfeutiLow action area with image Closed
100%
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
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