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Author Topic: Suggestions  (Read 4980 times)

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Prote1n

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Suggestions
« on: February 22, 2011, 09:52:28 AM »

After finishing my first game, here is a first list of suggested modifications I'd like to see

 - Swap  Fullscreen/Windowed within the game . Actually you have to quit and restart the game
 - In the Window control, function SetTiledImage ans SetTiledInactiveImage
 - Refresh Window aftet a Game.LoadString ( very usefull for the option menu with language selection)
 - Game.StopScrolling();
 - Float in all object.X, object.Y , object.Scale and object.Rotate
 - Scale and Rotate function for each frame in the Sprite Editor
 - Multiple frame selection in the Sprite Editor
 - Scale ,Rotate and AlphaColor attributes for entity in the Scene Editor will able to create nice animation
 - Copy, Cut and Paste Entity in the Scene Editor
 - Possibility to add a Window in the Scene Editor ( VERY USEFULL)
 - Layer.GetNodeIndex() could allow to Insert an entity just after or before a specific node
 - Particles.AlphaStart1 and Particles.AlphaStart2 ( random value of the Alpha when generated) and Particles.AlphaEnd1 and Particles.AlphaEnd2 ( random value of the Alpha when disappeared)
 - SizeHeightToFit that works with multiple lines
 - Character should always start wlaking with the first frame
 - When the Character changes Direction it should keep the same frame number

Hope this helps

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Mnemonic

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Re: Suggestions
« Reply #1 on: February 22, 2011, 12:05:13 PM »

Thank you. While I can't promise these will make it to WME 1.x series, the suggestions will be useful during WME2 development.
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Prote1n

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Re: Suggestions
« Reply #2 on: February 22, 2011, 12:18:54 PM »

I'll be happy to try the new version.

I would also add:

 - More flexibilty in the Sprite Editor . Cut and Paste. Possibilty to move a frame to Top, to Bottom ...
 - Possibility to add a background image in the window Editor (usefull for tweaking)
 - Possibility to toggle ExpandString in the window editor with string.tab entry ... better visibility and faster language verification

and 2 big ones

 - adding a MASK attributes to an entity. Mask would be a black&white png
 - Video Codec that handle alpha channel ( like FLV)


 
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Mnemonic

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Re: Suggestions
« Reply #3 on: February 22, 2011, 12:34:57 PM »

What would be the reasoning for a mask, as compared to an alpha channel?
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Prote1n

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Re: Suggestions
« Reply #4 on: February 22, 2011, 01:20:22 PM »

This will allow the ClipContent in a sprite animation for example

I sometimes  wanted to use Animated Sprite where a subframe appears on the top of the main frame but clipped in the main frame shape .... that is not possible. The only way I found is to use a window wich is a little bit to heavy

The same mask could be use for several entities and that create the benefit to use JPG instead of PNG. Size matters



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Prote1n

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Re: Suggestions
« Reply #5 on: February 22, 2011, 03:48:35 PM »

Another suggestion for the pathfinding. This solution is already used in some commercial adventure games

The path network is defined with Nodes, Rails and Area.

  • The Actor is always on the network and cannot go out.This is a better solution for the testing than a large area where you have to check if the character does not walk  on walls or foregrounds ...
  • You could define a specific animation on a rail or area
  • The Blocked Region and Waypoints are no more usefull
  • You can create a network per actor
  • The scale ratio is no more linear. You can play with the perspective
  • Node, Rails and Area can have decoration attributes
  • The scene entity becomes WalkToNode which is automaticaly reajusted when you tweak the network



The pathfinding is calculate like this



Blocking the actor is done thanks to the Active attributes


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