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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. |
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Feature Request | | Low | magic wand selecting color based | New | |
2.0 |
Task Description
see magic wand selecting contrast based |
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Feature Request | Michael PfeutiBrige | Medium | Json Export | Closed | |
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Task Description
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Feature Request | Michael Pfeuti | Low | Item Naming hierachy | Closed | |
1.1 |
Task Description
q2.kitchen.light => implies tree |
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Feature Request | Michael Pfeuti | Low | Inventory Item Viewer/Renamer | Closed | |
1.1 |
Task Description
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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. |
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Feature Request | | Low | hierarchy for picture | New | |
2.0 |
Task Description
folder structure for pictures, otherwise one get lost easily with many pictures |
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Feature Request | Michael Pfeuti | Low | Entering Scene Events | Closed | |
1.1 |
Task Description
this will replace the sound on enter feature |
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Feature Request | | Low | Do/Undo feature | New | |
2.0 |
Task Description
standard do undo buttons |
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Feature Request | Michael Pfeuti | Low | disable buttons | Closed | |
1.1 |
Task Description
disable buttons which cannot be pressed at the moment |
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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 |
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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) |
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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) |
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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 |
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Feature Request | | Low | crop images | Closed | |
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Task Description
Functionality to crop images that do not fit the resolution. |
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Feature Request | Michael PfeutiBrige | High | ControlEntityTree | Closed | |
1.1 |
Task Description
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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 |
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Feature Request | | Low | command line features | New | |
2.0 |
Task Description
for example pass the file name of a project |
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Feature Request | Brige | Low | Characters | Closed | |
1.1 |
Task Description
charactes which can move around |
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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. |
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Feature Request | Michael Pfeuti | Low | Character/object Animation | Closed | |
1.1 |
Task Description
specify animations for a character/object |
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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. |
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Feature Request | Michael Pfeuti | Low | background sound | Closed | |
1.1 |
Task Description
assign background sound to a image |
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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 |
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Feature Request | Michael Pfeuti | Low | Add (Virt.) item to inventory | Closed | |
1.1 |
Task Description
name of item works with code completion |
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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 |