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Metal King Slime
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 PostMon May 22, 2017 6:09 am
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I believe that by default (in Gnumeric at least, which is what I'm using) when you export to csv it uses the generated values. Being able to read csv files would be awesome, actually. And I don't see parsing as being all that problematic, really. Way I see it, if you're scripting something complicated enough for your game that you need to get data from an external file, chances are scripting up a parser wouldn't be all that much more complicated than whatever it is you're trying to accomplish. Then again, that might just be me, and I'm a weirdo who likes doing strange things like that =p
Being from the third world, I reserve the right to speak in the third person.

Using Editor version wip 20170527 gfx_sdl+fb music_sdl
Metal King Slime
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 PostMon May 22, 2017 9:05 am
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Well, you definitely can't avoid writing some code to transform your data, even if we allowed reading RELOAD files... a csv to reload tool could be general purpose though.
Another option one future might to transform to xml somehow and then use xml2reload. I also started writing a json2reload/reload2json program using zzo38's reload implementation in javascript (he already did most of the work).
A Scrambled Egg
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 PostThu May 25, 2017 8:09 pm
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Are there any plans to raise the number of map layers? I'd never run into an issue with the 7 layer limit previously, but we're making some pretty huge structures for Kaiju that are starting to bump up against the limit.
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Metal King Slime
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 PostThu May 25, 2017 8:28 pm
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Pepsi kept asking me to raise it to 16. I don't know if he ever actually ran out of tileset space (if he did, he should have complained more loudly!) I've been meaning to do so; it's easy.
A Scrambled Egg
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 PostThu May 25, 2017 8:35 pm
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Awesome! That will definitely make things a lot easier for us, thanks.
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Chemical Slime
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 PostFri May 26, 2017 5:22 am
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I'd like to see different grid slice styles, such as colour, or partial lines.
Either that, or I'd like to see transparent grid lines that can reveal the colour of (e.g. rectangle) slice behind it.
Metal King Slime
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 PostFri May 26, 2017 5:31 am
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The Wobbler wrote:
Are there any plans to raise the number of map layers? I'd never run into an issue with the 7 layer limit previously, but we're making some pretty huge structures for Kaiju that are starting to bump up against the limit.


TMC wrote:
Pepsi kept asking me to raise it to 16. I don't know if he ever actually ran out of tileset space (if he did, he should have complained more loudly!) I've been meaning to do so; it's easy.




I don't know about Pepsi, but I always run into that limit. With most maps, I rather quickly fill up all 8 tilesets. That said though, anyone who's had a looksee at my tilesets will know that that's mostly because of the way I split up my tiles and stuff, to allow better layering. That, and I always use walktall, so stuff like furniture and walls tends to take up more real estate. For outdoor scenes I've actually run out of tileset space because of all the trees (which are animated), river/water tiles (also animated), bushes, grass, etc...
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Metal King Slime
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 PostFri May 26, 2017 6:37 am
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Should have complained :P. 160 tiles really isn't much.
Metal King Slime
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 PostSat May 27, 2017 1:15 am
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Heh, righto then. Well, consider this my official act of complaining, hehe =p
Being from the third world, I reserve the right to speak in the third person.

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Liquid Metal Slime
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 PostSat May 27, 2017 2:55 am
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TMC wrote:
I would agree that you should be able to display slice collections without scripting.
What you said about NPCs sounds like "textbox conditionals without the textboxes", which is more like how other game engines allow scripting-without-code (GUIs, visual programming). I don't know how to go about that. Just add a textbox option to skip displaying a box? Separate out the conditionals in a separate editor (and allow attaching them to NPCs, spells, items etc instead of textboxes)? Textbox conditionals are very important for making the engine usable without scripting, and we need to add more conditionals.


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? That way the conditional metadata doesn't need to get cluttered? I'd vote for the same additions to linked text at the bottom of the conditional metadata box. We need more than two tag conditionals per box!

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 just so I can display the textboxes I want in the shapes and sizes and x/y positions I want (especially if I upgrade to a higher resolution) versus being forced to display the same limited box I'm stuck with in CUSTOM, or if I want to wait for the overhaul that might allow me to do those things natively, even though the wait is unknown and possibly long. Decisions, decisions....

TMC wrote:
Pepsi kept asking me to raise it to 16. I don't know if he ever actually ran out of tileset space (if he did, he should have complained more loudly!) I've been meaning to do so; it's easy.


I ran out like eight years ago. I just stopped working on the feature I wanted to implement because I kept asking for more layers and nothing ever happened with it. That happens a lot with the requests I've made over the years (global variables in battles and custom colors per line in menus come to mind). I know they're coming, but I stop working on things because they're not here yet and I need them and no one is making it possible to use them, even though I keep asking. I hold my games hostage over these features sometimes. That's why I rarely release updates.

I stopped complaining because all the complaining I was doing wasn't accomplishing anything useful. See, asking for features and getting features is like a game of chicken. One of us will give up and give in eventually!!! Grin

I folded first this time.

But I still want more layers!!!

I also want more than 160 tiles per set, but that may take more work....

James wrote:
Stuff about LineSlices.


I wasn't sure what to think about this feature until James gave the balloon merchant example. Now I'm really looking forward to it. I'm also thinking about the use it might have in displaying custom graphs, like bar charts on a curve, for example. But, I'm also thinking about the ways a line could be used for a horizon, and child slices could become buildings or landscapes and things that flow with the parent line. I may be overthinking the possibilities, but I still like them.

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!

Regarding other requests, I have a bunch already waiting (see the additional layers comment above, plus global variables in battles and the individual line colors in menus), but 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? Perhaps a list of targets can be posted in the "Finish Your Dang Engine Thread" like so:

Target Features and Bugs:

Dwimmercrafty:
-LineSlices
-A* Pathfinding
-Mouse Improvements
-(whatever else has already been worked on and finished)

E Release:
-Textbox Overhaul
-Battle Animations
-Controller Improvements

F Release:
-Battlescripting

G Release:
-Wandering Hamster's next update

H Release:
-Zombie Apocalypse Begins

I Release:
-OHR finally gets a presence on Steam

J Release:
Wandering Hamster gets another update (by Zombie James)

K Release:
Script Multitasking

etc.

Minus the absurd examples, I think this would be a great way to focus goals, determine priorities, and give users an idea when they could expect anticipated features to become available (not by date because we know dates are abstract when it comes to development time, but by engine update). Small things like item increases or new colors or whatever could be ninja'd in, of course, but the development plan could hopefully put everyone toward the same vision.

Just a thought.

You guys are doing great work, though. None of the above is actually a complaint. Just a spur to keep going! Smile
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Chemical Slime
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 PostMon May 29, 2017 5:50 am
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In the attack editor I would like to be able to set the number of hits as a range/rate, such as "2-5 hits" or "upto 3 hits at 20%"

I would also like to be able to specify stats for use in the formula, either using the stat selector, as when you select the Attack Stat and press enter, but for the Defense Stat and Target Stat as well, or, by typing a number to jump to a stat.

As a side note, it would be interesting to set additional stats as a defense stat, or to give more options for things to set as stats in the formula.
Metal King Slime
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 PostMon May 29, 2017 8:06 am
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To me, the most exciting part about line slices would be the ability to do something like Afterburner, where the horizon/landscape rolls and pans to simulate flying a jet. Or even Missile Command, which is deeply complicated by current workarounds.
Reigning Smash Champion
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 PostMon May 29, 2017 8:13 am
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Gizmog wrote:
To me, the most exciting part about line slices would be the ability to do something like Afterburner, where the horizon/landscape rolls and pans to simulate flying a jet. Or even Missile Command, which is deeply complicated by current workarounds.
And Battlezone, Elite, and stuff like that.
<TheGiz> oh hai doggy, oh no that's the straw that broke tjhe came baclsb
Chemical Slime
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 PostTue May 30, 2017 8:05 pm
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As a debug option, I would like to be able to pause battle without any obscuration, and proceed frame by frame.

The reason for this is when I'm checking weapon animations on heroes, I like to check the minutiae, and there IS a pause debug option, but it seems to cover the screen.

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
Metal King Slime
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 PostWed May 31, 2017 7:08 am
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Newbie Newtype wrote:
Gizmog wrote:
To me, the most exciting part about line slices would be the ability to do something like Afterburner, where the horizon/landscape rolls and pans to simulate flying a jet. Or even Missile Command, which is deeply complicated by current workarounds.
And Battlezone, Elite, and stuff like that.


Hah! I can't believe I forgot the possibility for insane vector-y stuff! Talkin bout that dang ol' Star Wars for the arcade man, I lost so many quarters to that thing.
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