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Slime Knight
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 PostMon Jun 04, 2012 7:48 pm
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My request is simple. I just want the option to use caps lock to scroll in the Sprite editor again. That was so much easier for me.
—- So anyway, how are you?
Liquid Metal King Slime
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 PostMon Jun 04, 2012 8:03 pm
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Stewie wrote:
My request is simple. I just want the option to use caps lock to scroll in the Sprite editor again. That was so much easier for me.


Nope! I am vetoing that one.

However, I suppose some other key could be made to behave the way capslock used to. I have no objection to a key that switches to the scroll tool when you press it down, and switches back to your previous tool when you release it, It just can't be capslock.
Slime Knight
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 PostMon Jun 04, 2012 8:15 pm
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Aww... well, any key will do then (except esc, of course.) Using the mouse just leads me to using undo next Hurr
—- So anyway, how are you?
Metal King Slime
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 PostMon Jun 04, 2012 8:53 pm
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What does the mouse have to do scrolling? You can switch to the scroll tool with 'S'.

Quote:
Doing this is kinda tricky, but I am sure it is not impossible. I don't know much about the music backends, so it will be hard for me to do this without a lot of studying. TMC might know how to do it more easily, but it is I, and not him who has volunteered feature/bugfix requests, so I won't make any promises on his behalf ;)


We would either need to fork SDL_mixer or submit a bunch of patches, and in the later case Linux users would have to wait for a new version of SDL_mixer to release and for their distro to update. So I think the best option is to do both, as anyway there are many things in SDL_mixer that I'm not happy about and want to change. And then we can share MIDI playback code between all backends too. I'm pretty sure we need to handle MIDI ourselves.

Audiere (music_native/native2) seems to support loop repeat counts and even loop points out of the box, but I don't think we can switch to it as the default. Meow even complained that music_native doesn't play sound effects!

I am going to be implementing my own list of bugfixes and features. The list mostly contains things I've either promised or already half finished.
Slime Knight
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 PostMon Jun 04, 2012 9:45 pm
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Would longer item and spell names be a better request?
Liquid Metal King Slime
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 PostMon Jun 04, 2012 10:18 pm
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jcenterprises wrote:
Would longer item and spell names be a better request?


Yes, that is easier for me to do. Longer item & spell names is tricky because of the three-column layout of the item and spells menus, but it makes a pleasant excuse to force me to work on converting those menus to use slices :)

Once I have the menus sliceified, then I could make it possible to switch to a two-column or even one-column version of the menu, allowing space for long names.
King Slime
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 PostMon Jun 04, 2012 10:52 pm
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Hey James, quick question, did you ever see into the feature I requested for the 48 Hour/Ludum Dare contest from last summer?

I'm still thinking of a feature I want to ask for in this contest...
Metal King Slime
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 PostMon Jun 04, 2012 11:00 pm
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The feature you're still owed is one of the things on my list.

James Paige wrote:
Once I have the menus sliceified, then I could make it possible to switch to a two-column or even one-column version of the menu, allowing space for long names.


Since we'll support variable width font, few columns shouldn't be a requirement though. Ideally the item editor could show you whether an item name is too long for the current item menu plus font configuration.
Metal Slime
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 PostTue Jun 05, 2012 12:31 am
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Oh yeah, my feature request: let the number-pad 2/4/6/8 keys be used as arrow keys again, at least in Custom if not in both programs.

I've always liked those more than the actual arrow keys on just about every keyboard I've ever used, but it's especially noticeable on my laptop where the arrow keys are these dinky little half-key things instead of full-sized ones... which happens to be the computer I do most of my OHRRPGCE work on now.
FYS:AHS -- Swapping out some step-on NPCs for zones + each step script
Puckamon -- Not until the reserve party is expanded.[/size]
Liquid Metal King Slime
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 PostTue Jun 05, 2012 2:37 pm
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Master K wrote:
Hey James, quick question, did you ever see into the feature I requested for the 48 Hour/Ludum Dare contest from last summer?


If I did, I forgot about it. What was it?

TMC wrote:
Since we'll support variable width font, few columns shouldn't be a requirement though. Ideally the item editor could show you whether an item name is too long for the current item menu plus font configuration.


Yes indeed! We could allow names to be longer than the limit, and if you displayed the name in a column that is too long for it, the name could just be shortened for display.

FnrrfYgmSchnish wrote:
Oh yeah, my feature request: let the number-pad 2/4/6/8 keys be used as arrow keys again, at least in Custom if not in both programs.

I've always liked those more than the actual arrow keys on just about every keyboard I've ever used, but it's especially noticeable on my laptop where the arrow keys are these dinky little half-key things instead of full-sized ones... which happens to be the computer I do most of my OHRRPGCE work on now.


Hmmm... that sounds like adding real numlock support. I guess it could be possible. I want to hear what TeeEmCee (and Jay?) think about that, because they know the keyboard handling code way better than I do.
King Slime
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 PostTue Jun 05, 2012 5:09 pm
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@James: It was the new ways to learn attacks.
Liquid Metal King Slime
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 PostTue Jun 05, 2012 6:10 pm
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Master K wrote:
@James: It was the new ways to learn attacks.


Oh! yes, the Plan for improved spell learning is going to be wonderful :)
King Slime
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 PostTue Jun 05, 2012 7:05 pm
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@James: Yay! It might break up spell monotony. Plotscript events can help break it up, but that plan seems very cool.
Metal King Slime
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 PostTue Jun 05, 2012 8:15 pm
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Oh, I didn't realise that I broke numpad for movement. Do we need proper numlock support? Maybe we do, but it shouldn't be much trouble (though I don't think it acts like a toggle key in fbgfx)
Slime Knight
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 PostTue Jun 05, 2012 8:21 pm
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TMC wrote:
What does the mouse have to do scrolling? You can switch to the scroll tool with 'S'.


...oh...

...errr.. can I change my request? If so can attacks be assigned specific weapon animations? F'rinstance, if an attack, say "boomerang" is set to the "attack" caster animation, can it be made to show a boomerang as the weapon used as opposed to whatever the caster has equipped?
—- So anyway, how are you?
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