Wintermute Engine Forum
Wintermute Engine => Feature requests, suggestions => Topic started by: Prote1n 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
-
Thank you. While I can't promise these will make it to WME 1.x series, the suggestions will be useful during WME2 development.
-
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)
-
What would be the reasoning for a mask, as compared to an alpha channel?
-
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
-
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
(http://img10.hostingpics.net/pics/536121path1.jpg) (http://www.hostingpics.net/viewer.php?id=536121path1.jpg)
The pathfinding is calculate like this
(http://img10.hostingpics.net/pics/458528path5.jpg) (http://www.hostingpics.net/viewer.php?id=458528path5.jpg)
Blocking the actor is done thanks to the Active attributes
(http://img10.hostingpics.net/pics/616808path4.jpg) (http://www.hostingpics.net/viewer.php?id=616808path4.jpg)