Yes, that's the plan.Pepsi Ranger wrote:Yes, built-in textboxes need many more conditionals, especially with tags. They need more than just two. Maybe tags can be added/subtracted via +/- keys? ...
Over the years we've (mostly James) have already done heaps of cleanup of textboxes; as soon as we switch to a new file format (have you heard that before?) we can start adding new features. I would put textbox improvements high up the priority list, but suspect James will get to it before I do.
On the other hand I don't think it's too hard to customise textboxes with scripts. If you need longer textboxes, you could split them over multiple consecutive built-in textboxes by adding some special token like [MORE] to the end. Wendigo added the "textbox text" command recently which makes this easier. You can modify the slices easily... though you will generally encounter the same problem seen *everywhere*, which is changes by scripts being delayed by a tick. I really need to work on that.But, I suppose textboxes in general are in such dire need of an update that adding new conditions are just the tip of the iceberg. I'm actually trying to decide if I want to convert all of my 4000+ textboxes to slices
Really sorry about that. I know that originally I stubbornly said that it would be a better idea to just increase the tileset size instead of the number of map layers, but increasing the tileset size is a big project (actually, now that we have a new graphics file format, it's much closer to happening), so it was a completely silly argument. It was rooted largely in perfectionism, but I've since started to learn to be pragmatic. Anyway, I did agree to implement it already long ago, it's just one of those thousand things I hadn't gotten around to (bad priorities).I ran out like eight years ago.
Anyway, it's done. The limit is 16 layers now.
As for menu item colours, I made a start a few months ago. I think I mentioned before I got stuck because I wasn't sure what settings to actually add, and you made some recommendations. I settled on something... I can't quite remember what though! I do still want to finish it soon (but I've got a lot of other half-finished stuff to do "soon", so please bear with me).
Globals in battles... here's me being a perfectionist again: I should first figure out whether the ideas for generalised tags ... wait, no I shouldn't.
I think this is called rendering text along a path, in other programs? Script it.On that note, if we turned custom texts and fonts into slices, we could have a much easier word art system available, where words can "wave" on an invisible line curve, for example. Great idea!
You can see some of the things that I have half-finished here: https://bitbucket.org/rbv/ohrrpgce/branches/I'd really just like to see a development plan established so that new features and to-be-squashed bugs can have a projected timeline toward completion.
In other words, what are we implementing now? What will we implement or change next? What about after that?
But there's a bunch missing, and some of those branches have a lot of unrelated stuff, or undescribed changes.
Well, I have actually decided on the order in which I'll add some major features. (I'm not adding anything else to this list, because it'll all happen at my whim; I'll be working on heaps of smaller things in-between too.)
Soon (stuff that's already half-finished):
-fix gamepads
-file browser improvements
-backdrop colour-replace tool
-non-320x200 support in gfx_directx
-a bunch of other less-interesting things I have half finished, because there's way too many of them
After:
-animations and spritesets
-local state
-internal GUI stuff (maybe resulting in "menu" or "selectable" slice types)
Release after that:
-new script interpreter
-script fibres (multitasking)
-battlescripting
Release after that:
-textboxes/text markup, fonts
I've considered putting up a polling thread to ask what features or bugfixes people actually want, because honestly I mainly find this thread useful when multiple people request the same thing, so that I know it's actually worth adding. Or if someone needs a feature rather than wanting it.
PAUSE key? That would make too much sense. Whoever would expect that when you press this here completely forgotten PAUSE key, with but one sole purpose to its existence -- oh... it does already pause battle.Virtuous Sword wrote:Is there a way to pause battle already? In-game, this would be a nice option to have, as well for debug. if it doesn't exist already.
It could be bound to PAUSE key perhaps? Or a key combination? Dunno lo
(No really, nobody expects the PAUSE key)
Advancing frame-by-frame to debug animations and interactions sounds like something that I will find quite useful as I work on animations.
