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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 | Item Naming hierachy | Closed | |
1.1 |
Task Description
q2.kitchen.light => implies tree |
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Bug Report | | Low | update references of items when copy/cut them | New | |
1.2 |
Task Description
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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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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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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 | 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 | 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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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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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
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waiting on brige for refactoring of picturepanels |
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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 | 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 | | 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 | 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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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 | Introduce SharedPointers | New | |
2.0 |
Task Description
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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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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 | | 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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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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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 |
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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 | | 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 | image zoom | New | |
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Task Description
initial image zoom is not fit to screen |
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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 |