Features Suggestions
This is a working list of things i have going. I figure i'd post it here:
Feature Request:
Animation Timer - When an animation is done playing, you should be able to use that as a time trigger, rather than having to adjust a separate timer as well…
Change Actor's Z Position - Be able to move actor up and down into different layers. This will enable characters to go in front of and behind objects that are repeated on the map.
Toggle Actors / Scene Layers on and off - Both in the working space, and when previewing the game, you should be able to toggle on and off things that may be hard to otherwise work around, like if you need to adjust something in the back layer of your game background, or several things which should be grouped together…
Grouping - You should be able to group actors in your working space, much like how you can group layers in photoshop. This will help you be able to work with larger groups of actors and not have to make one at a time adjustments… say if you need to do something like move your background tiles over a few pixels… you can group them and do it all at once rather than one at a time..
X/YPosition / Rotation readout…. When you place an actor down, it would be nice if something told you what it's X/Y Position was, or if you rotate the actor it would be nice if you knew by how much. This will help when you need to spawn actors in place with precision etc.. Right now you can set X / Y coordinates, but there is no way to tell what X/Y is unless you just randomly guess…
Image Library - There is currently no way to extend display name, so if your name is a little too long, you can't see the rest of it, this is important for animations.
Animation Behavior - Cannot see source image names…. the difference between animation frames can be really subtle at times, it would be nice to be able to see the source image name for each frame to help reference.
Thanks!
Feature Request:
Animation Timer - When an animation is done playing, you should be able to use that as a time trigger, rather than having to adjust a separate timer as well…
Change Actor's Z Position - Be able to move actor up and down into different layers. This will enable characters to go in front of and behind objects that are repeated on the map.
Toggle Actors / Scene Layers on and off - Both in the working space, and when previewing the game, you should be able to toggle on and off things that may be hard to otherwise work around, like if you need to adjust something in the back layer of your game background, or several things which should be grouped together…
Grouping - You should be able to group actors in your working space, much like how you can group layers in photoshop. This will help you be able to work with larger groups of actors and not have to make one at a time adjustments… say if you need to do something like move your background tiles over a few pixels… you can group them and do it all at once rather than one at a time..
X/YPosition / Rotation readout…. When you place an actor down, it would be nice if something told you what it's X/Y Position was, or if you rotate the actor it would be nice if you knew by how much. This will help when you need to spawn actors in place with precision etc.. Right now you can set X / Y coordinates, but there is no way to tell what X/Y is unless you just randomly guess…
Image Library - There is currently no way to extend display name, so if your name is a little too long, you can't see the rest of it, this is important for animations.
Animation Behavior - Cannot see source image names…. the difference between animation frames can be really subtle at times, it would be nice to be able to see the source image name for each frame to help reference.
Thanks!
Comments
cheers
Rule: when
Attribute: [exp] self.Image is nameOfLastImage.png
---do next
(of course all images in animation have to be only used once...
if more times, create an actorAttribute imageCount {index type} and Rule for the duplicate image(s) to add to that count ...
then Rule: when
Attribute: self.imageCount = correct # of times
--- )
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to have X, Y,Rotation show in scene:
create an actor ... drag to some unimportant corner of scene
Editor... drag in a Display Text behavior... use [ϱ] to edit text field
Click thru Current Scene>layers>correctLayer>ActorPosition>X
type in: ..(\n).. then click Y
type in: ..(\n).. then click Rotation
you should see in the Expression Editor:
(Scene.Layer.Actor.Position.X)..(\n)..(scene.Background.Actor.Position.Y)..(\n)..(scene.Background.Actor.Rotation)
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Right click on actor in scene to reposition it in that layer
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sequential images in an animation should have an order # before name ... ex: 3yourExtremelyLongImageName.png
if you double-click an image in the Library it will open up in Preview.app where you can see full name...
**within the actor animateBehavior frame double-click an image and it will also open in Preview.app**
===
if you create a generic actor...and then do NOT unlock the instanceActor's behavior ... some changes in Physics, colorAlpha, Motion, +/- actorAttributes,... will be applied to the instance... and of course all the behavior new/changes are in the instances... so that is a sorta group effect.
===
I too hate the limited access to layers... and think a Right click should give... Move to layer ???... option
changing the Z coordinate would be phenomenal during run-time...
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Your should NOT use the Preview in the ToolBar during design phase...
use the small preview icon just above the scene display...
you can pause and/or runtime move actors around (see how animations run)...
you can't perform any touch/mouse commands...the mouse is working with you in placements... so add to your Touch Rules a condition (change All to Any)
Actor receives event: key LeftShift is down... to see player's initiated events ... delete the key event when things work right.
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workarounds help ease the frustrations of limitation....
MH
@RKS obviously nothing nearly as strong as you...:)