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Konador- 03-17-2006

Automatic display of all inventory combinations (or even include non ambient items too altho that could be very large), in either a grid form or a list form. This would make it much easier to program in custom reactions between 2 items. Some combinations, we as developers, may not even have thought of, and when a user tries the default message may not be sufficient. I've come accross this occuring a few times in the game that I'm developing, and it would be so helpful to have an editable list of all possible combinations.

Darth-Vader- 07-02-2006

Being able to move DIAs up and down, for instance if you have already two statements and want to place one between the both. Right now, you have to copy&paste around to achieve that...

Darth-Vader- 07-02-2006

Being able to define TIMes that should be executed when playing the default DIAs of the character (defined in the config -> cast section).

bigmac- 07-02-2006

Being able to move DIAs up and down, for instance if you have already two statements and want to place one between the both. Right now, you have to copy&paste around to achieve that... Definately a good idea, and wouldn't be toooo hard to do. Will keep in mind, though make no promises.

bigmac- 07-02-2006

Being able to define TIMes that should be executed when playing the default DIAs of the character (defined in the config -> cast section). Guess I've always been leery of giving too much control over actions which are ment to be quick, simple responses. Out of curiosity, what is your situation where you wish you could couple a TIMe roster with default dialogue?

Darth-Vader- 07-02-2006

Being able to define TIMes that should be executed when playing the default DIAs of the character (defined in the config -> cast section). <...> what is your situation where you wish you could couple a TIMe roster with default dialogue? The idea came sort out of the "clicking bug" (as I like to call it ;)). When you click to speed up speech while playing DIAs, the mouse isn't released again. Assume a user wants to use an item on a character and double clicks with the item cursor activated on the target character. The first click will activate the action specified for that item on the character, the second click will be a click while playing DIAs which leads again to the "clicking bug". I kind of try to workaround this a little bit by setting "setItemCursor(_none)" in the TIMes of each character. Another benefit is that after clicking (or double clicking) the characters start to talk and the mouse gets locked, with setting "setItemCursor(_none)" the sprite of the target character is not covered by the item cursor. I just wanted to avoid redundancy and set the described TIMe as a default action when using an item on a character... :idea: :)

bigmac- 07-02-2006

LOL... yeah, I see where you're going with that train of thought, but you wouldn't need the redundancy in the first place if the engine was bug-free. I'll focus on fixing bugs rather than adding features that accomodate work-arounds :wink:

Darth-Vader- 07-03-2006

:mrgreen:

adventureman- 12-05-2006
Customizable "load game data" screen
Small wish. I've got a custom color scheme for my game menu, but it always starts with that periwinkle blue screen (while the game data is loading) which kind of clashes aesthetics. Is there anyway we can get the .fla file for that?

bigmac- 12-11-2006

LOL... sure, I´ll distribute the FLA file but I have no plans at this point to distribute the two-dozen or so script class files that get embeded into it... and it's pretty much useless without those! My promise to 'license' buyers is that I'll publish a special version of the player with their custom loader scheme embeded into it. Eh, maybe someday I'll add an option to let you set a custom flat color there. Someday...

adventureman- 12-11-2006
Small Wish
Yikes, I didn't realize what went into that file! The blue / yellow scheme is kinda growing on me, anyhow.

bigmac- 12-15-2006

Lol... it sounds more impressive than it really is. As of the AS 0.65 release, the total engine is only about 3K lines of code with comments... which is really not that big an app. The two-dozen includes just split all that code into classes with common functions.

bigmac- 01-10-2007

One from John Green: Might it be possible to implement a "subtitle" toggle in the menu? ie, to be used with games that have full voice, a toggle that would make all playDia TIMe's skip the part that displays the text on screen, or displays it in just a way that can't be seen. I'm wondering if perhaps that could be accomplished by somehow altering the transparency/alpha of the text display--meaning, with subtitles turned off the playDia would still display the text, but it's essentially invisible. :arrow: yep, this will get done. All in good time!

bigmac- 01-10-2007

And another from John: Since you can play LassieAS games in fullscreen, there's still the issue of playing a game with scrolling backgrounds on a monitor that's a different aspect ratio than the game. For instance, in an 800 x 600 game on a widescreen monitor, rooms with scrolling backgrounds display more than the 800 x 600 proportionate pixels you're actually supposed to see. I am wondering if there's a way to implement a mask, or maybe a framing image, to prevent seeing stuff the person playing shouldn't see. For instance, the same way the inventory bar at the bottom stays static as the backgrounds scroll, a similar sprite/object could be placed on screen that has black bars on the side (extending to a reasonable distance). It wouldn't be visible if played in a 800 x 600 window, but if played fullscreen on a disproportionate monitor the black would cover up anything that would extend past the intended visual area. OR the mask idea, where there would be an 800 x 600 pixel mask that would prevent anything outside that area from displaying. :arrow: We'll keep this in mind. However, this takes low priority in the grand scheme of issues to be resolved.

NigeC- 01-14-2007

would it be possible to have the editor always on top of the the layout editors etc? the reason i ask sometimes you need to minimize the task bar in wndows, when adding stuff to the lower part of the screen, if you run 800x600 screen res and a 800x600 game its a fight on sometimes doing lower screen walk points and joining them is a nightmare!

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