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Fenrir-Lunaris WUT

Joined: 03 Feb 2003 Posts: 1747
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Posted: Tue Apr 13, 2010 1:27 pm Post subject: |
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Surlaw wrote: | Part of this engine's appeal is that you can make a full game without any programming/scripting, forcing someone to use scripts just to display text is a Very Bad Idea. |
Forcing people to use scripting to accomplish any of the engine's current default features is an EXTREMELY BAD IDEA. |
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Nepenthe

Joined: 27 Sep 2004 Posts: 132
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Posted: Wed Apr 21, 2010 10:21 pm Post subject: |
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I'm sure this has been suggested before, but how about a mark/clone tool for the tilemap editor? It would be extremely useful to be able to move groups of tiles around at once. (In fact, I'm hoping this already exists and I'm just missing it.) |
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Ravenshade
Joined: 03 Apr 2010 Posts: 50
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Posted: Thu Apr 22, 2010 1:25 am Post subject: |
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It's already there.
It looks like an 'M' and/or 'C' _________________ Campaigning to change the name of OHRRPGCE to Orph anage, because it's just better and easier to pronounce!
Campaigning for Linux! Down with Win.exe!
PS. It's mean to replace words just because you don't like them ¬_¬ moderators... |
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Bagne ALL YOUR NUDIBRANCH ARE BELONG TO GASTROPODA

Joined: 19 Feb 2003 Posts: 518 Location: Halifax
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Posted: Thu Apr 22, 2010 2:27 am Post subject: |
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What?
Holy cow! I missed this! (Will try as soon as able) _________________ Working on rain and cloud formation |
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Moogle1 Scourge of the Seas Halloween 2006 Creativity Winner


Joined: 15 Jul 2004 Posts: 3377 Location: Seattle, WA
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Posted: Thu Apr 22, 2010 4:05 am Post subject: |
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That's for the graphics editor, not the map editor. _________________
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Bagne ALL YOUR NUDIBRANCH ARE BELONG TO GASTROPODA

Joined: 19 Feb 2003 Posts: 518 Location: Halifax
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Posted: Thu Apr 22, 2010 4:08 am Post subject: |
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Phooey :-(
I was dancing around for a bit there. _________________ Working on rain and cloud formation |
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Ravenshade
Joined: 03 Apr 2010 Posts: 50
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Posted: Thu Apr 22, 2010 5:51 am Post subject: |
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.... >_> my mistake.
My advice is to make smaller maps If you're copying and pasting too much it can end up feeling very monotonous. _________________ Campaigning to change the name of OHRRPGCE to Orph anage, because it's just better and easier to pronounce!
Campaigning for Linux! Down with Win.exe!
PS. It's mean to replace words just because you don't like them ¬_¬ moderators... |
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J_Taylor The Self-Proclaimed King of Ketchup

Joined: 02 Dec 2009 Posts: 188 Location: Western NY
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Posted: Thu Apr 22, 2010 3:01 pm Post subject: |
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How about a 'replace color' function on maptiles? _________________ Elemental: .75%
Heart of Darkness: 0% (crash)
The Mansion: .05%
Shattered Alliance: .05%
See a pattern forming? I do, dammit. |
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Blue Pixel SPY SAPPIN MAH FISH SANDWICH

Joined: 22 Apr 2005 Posts: 621
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Posted: Thu Apr 22, 2010 5:25 pm Post subject: |
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I'm pretty sure thats already been suggested. _________________
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Ravenshade
Joined: 03 Apr 2010 Posts: 50
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Posted: Fri Apr 23, 2010 1:44 pm Post subject: |
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Is there a list of suggestions anywhere? Otherwise...we need one just to make sure double posts don't become a hassle. _________________ Campaigning to change the name of OHRRPGCE to Orph anage, because it's just better and easier to pronounce!
Campaigning for Linux! Down with Win.exe!
PS. It's mean to replace words just because you don't like them ¬_¬ moderators... |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Sat Apr 24, 2010 12:12 am Post subject: |
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J_Taylor wrote: | How about a 'replace color' function on maptiles? |
That's needed, was meaning to add it but forgot about it (This Is Not A Promise)
Nepenthe wrote: | I'm sure this has been suggested before, but how about a mark/clone tool for the tilemap editor? It would be extremely useful to be able to move groups of tiles around at once. (In fact, I'm hoping this already exists and I'm just missing it.) |
I'm not sure what you're asking. Do you want to copy and paste pieces of tiles, like the mark/clone tool in the sprite editor, or do you want to treat the whole tileset as a 320x200 image and mark/copy from that?
You can move a whole lots of tiles around really quickly using the Cut Tiles tool; it's just a little bit inconvenient and confusing.
Ravenshade wrote: | Is there a list of suggestions anywhere? Otherwise...we need one just to make sure double posts don't become a hassle. |
You can file feature requests on 'bugzilla' with severity set to "feature request", and there are hundreds. We're welcome to do so (and encouraged to vote for other bugs and feature requests). It's a good place to discuss details of complicated features but aside from that doesn't improve chances of it being implemented all that much, because most suggestions drown.
That are also lots of previous suggestion threads, but I don't keep links (just a personal TODO list) _________________ "It is so great it is insanely great." |
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Nepenthe

Joined: 27 Sep 2004 Posts: 132
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Posted: Sat Apr 24, 2010 4:39 pm Post subject: |
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To clarify: I'm suggesting a tool to aid in placing tiles in the map editor.
For example, let's say you had a tree that was 2 tile wide by 3 tiles high. Instead of having to place all six tiles every time you need a tree, you'd be able to build one tree, then mark those six tiles and clone them wherever a tree is needed.
Or another example, imagine you've just completed a very large world map, but you realize that you need a certain continent to be a few tiles to the left of where it is now. Rather than draw the whole continent over again you could just mark it, cover the original with ocean, and clone a new one in the correct position.
This also be useful for complex map elements built from tiles from multiple layers
Ideally there'd be two versions "Mark all layers" and "Mark current layer only." Just a thought. |
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G-Wreck OHRRPGCE Game Designer

Joined: 28 Feb 2010 Posts: 32 Location: Oklahoma
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Posted: Sat Apr 24, 2010 4:48 pm Post subject: |
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That would be extremely helpful: especially if you could use the mouse in the map editor as well. _________________ Syzygy - .01% (Extremely Random Number)
Finishing the main story arcs and gameplay elements before I do anything else. |
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Pepsi Ranger Reality TV Host

Joined: 05 Feb 2003 Posts: 493 Location: South Florida
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Posted: Sat Apr 24, 2010 7:02 pm Post subject: |
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I know Bagne's been asking for that for awhile, and I totally agree with its usefulness.
However, let's consider what would have to be done to make it fully worthwhile:
One of the things that makes the graphics mark/clone tool so nice is that you can move the cloned sprite anywhere around the canvas. If I want to move a face more to the right, but not the body, I can do it without having to move a foot or a hand or anything outside of my selection ratio. In other words, it's great because it relies on pixel selection.
While I think a default tile grouping would be a nice addition, I think it would be incomplete without the ability to move the object around the tilemap on a pixel-by-pixel basis. In other words, if I want to move that rock formation down to the edge of the water, or in the water, I should be able to decide precisely where to place it.
Tile grouping would be a great substitute for now, but tile spriting (where that six-tile tree acts as a single unit) and precise placement (perhaps when nontile alignment is implemented?) would be better.
Hard to say when they'll get around to developing something like that.
Just for the record, I think it would be nice if the developers had a "priorities" worksheet to help them not only stay organized in the development, but also to keep accountable about getting things done. It seems like some features creep up like shiny objects and more important features like new save format gets pushed back another couple of years when they desperately need to get worked on, but don't (or do, but very, very slowly). It might also help those of us making the suggestions to be more aware of what's going on so that we don't bog the developers down with ideas that can't even be addressed until 2014 at the earliest.
It might also be advantageous to update the planner wiki with priority codes so that something that's nice, but can wait, might get a low score, while something detrimental will get more attention. This would also help budding developer assistants to get some idea about what's needed at the moment, should they decide to help.
I'm sure things will get done a little more smoothly at least if such a priority list is made, if not more quickly. _________________ Progress Report:
The Adventures of Powerstick Man: Extended Edition
Currently Updating: General sweep of the game world and dialogue boxes. Adding extended maps.
Tightfloss Maiden
Currently Updating: Chapter 2 |
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Bob the Hamster OHRRPGCE Developer

Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
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