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Posted: Tue Sep 12, 2017 10:19 am
by Feenicks
Is it possible yet to have percentages over 100% when checking stats in attack chains? The absence of that's tripped me up in the past, and checking hard stat values isn't very flexible.

Posted: Tue Sep 12, 2017 1:25 pm
by TMC
Ah, that's an oversight. Fixed, thanks.
I also lifted most of the hero/enemy stat caps while I was at it, since they were artificially constrained, bad in particular for custom battle systems.

Posted: Tue Sep 12, 2017 5:41 pm
by Feenicks
Thanks. [s]I'll be sure to edit this with an editor screenshot of some exaggerated enemy/attack stats when I get the chance.[/s]

Edit: there we go.

Posted: Thu Sep 14, 2017 1:43 am
by SwordPlay
For slices, I would like it if changing position, height or width disables 'fill parent' automatically.

Posted: Sat Sep 23, 2017 2:51 am
by SwordPlay
Is there a hotkey to make maptiles fully passable or impassable (in all directions?), or to clear all the passability settings of a tile?

EDIT:

How about, when importing a graphics file and choosing the palette, using the number keys to choose the palette?

Posted: Sat Sep 23, 2017 4:15 am
by Bob the Hamster
Space bar! :)

I have been meaning to add an option when importing a Sprite, to just use the first empty palette slot

Posted: Sat Sep 23, 2017 4:55 am
by SwordPlay
Sorry, I mean in the tileset default passability. Space and enter take me to a menu.

Posted: Sat Sep 23, 2017 6:38 am
by Foxley
You can do Ctrl+every arrow key. Which works, but admittedly is pretty awkward.

Posted: Sat Sep 23, 2017 12:55 pm
by TMC
Yes, I also thought that it was awkward. Well that's three votes; changed.

Posted: Sat Sep 23, 2017 3:37 pm
by TMC
Virtuous Sword wrote:How about, when importing a graphics file and choosing the palette, using the number keys to choose the palette?
I thought, "sure, that's only one line of code, I'll do it immediately". Well, to my surprise it wasn't. And while I was at it I noticed several bugs, and bad mouse handling all over the place.
It's done now, and you can use the mouse to select the palette too (and you can also access the palette browser from there).
Still have another bug to fix, though...

Posted: Sat Sep 23, 2017 7:34 pm
by TMC
Virtuous Sword wrote:For slices, I would like it if changing position, height or width disables 'fill parent' automatically.
That was something that was annoying me too. I implemented it, though it took me a whole week because I got distracted with some work on the slice editor (almost all of which is so trivial that noone will notice and I've already forgotten what it was)

Posted: Mon Sep 25, 2017 11:34 pm
by SwordPlay
probably already requested, but is it possible to change the colour of text for menu options?

Posted: Tue Sep 26, 2017 3:45 am
by guo
Hi,

Any chance of adjusting the volume for individual sound effects in-house? I'm too lazy to adjust everything in Audacity :devil:

Posted: Tue Sep 26, 2017 6:09 am
by TMC
Both of those are planned, and hopefully pretty soon. Both were things I had wanted to get into Dwimmercrafty.

Posted: Tue Sep 26, 2017 9:29 pm
by guo
Here's a strange one (more of an interface issue than a request):

Bale uses menus for conversations, and since a textbox is usually showing at the same time as the dialogue options, I set the menu's anchor point so that it shows below the text box. This is to prevent the menu overlapping with the dialogue. Quite often a menu can have many dialogue options visible at once.

The problem is that in custom when I am editing menus that have their anchor point set in the lower portion of the screen the menu items go "off screen", ie below the visible part of custom.exe's window. Resizing does not remedy this. It's not a problem in game.exe as the menu scrolls to compensate.