Feature todo-list

New releases and general discussions.

Post » Mon Mar 03, 2008 11:32 am

Another suggestion about the user interface.. in the level editor, spacebar + left mouse button for scoll the layout with the mouse.

It's a popular shortcut that you can find in all majors graphic programs like Photoshop and it's implemented in MMF2 as well.
B
2
S
1
G
5
Posts: 70
Reputation: 1,540

Post » Mon Mar 03, 2008 12:27 pm

Hold the middle mouse button.
B
3
S
2
G
5
Posts: 1,777
Reputation: 5,529

Post » Mon Mar 03, 2008 1:35 pm

[quote="Rich":2ivsmb0n]Hold the middle mouse button.[/quote:2ivsmb0n]
Good to know, thank you!
But for a matter of being user friendly I suggest to implement that other shortcut too, since it's quite popular. Also because in many times the middle button is the scroolwheel, that's not that comfortable to keep pressed.
B
2
S
1
G
5
Posts: 70
Reputation: 1,540

Post » Tue Mar 04, 2008 7:05 pm

Hey Ashley would it be possible to add some actions to the Platform movement for "Set Jump Strength," "Set Jump Sustain," and "Set Gravity?" This would make creating things like spring-boards and swimming levels much easier.

Also, I'm seconding this request:

[quote="Arima":2iw78mq7]Requesting set x/y speed of the platform movement.[/quote:2iw78mq7]

Though really I suppose setting the X speed is all you'd need because you can already use a "Jump" action and falling is automatic. This could make for fully automated things like title-screen demos, cut scenes, or even enemies that use platform movement.
Moderator
B
5
S
2
G
6
Posts: 4,348
Reputation: 10,971

Post » Thu Mar 06, 2008 7:50 pm

i think i requested this before but i'd still like families to have their own set of private variables that only need to be set in something like family properties. this way, all sprites added to a family would have those private variables by default either by being accessed separately or by adding stated private variables to the sprites list of variables but still specifying where those private variables are from and removing sprites from families would remove the private variables that were given due to being added to the family.
B
2
S
2
G
5
Posts: 293
Reputation: 2,236

Post » Fri Mar 07, 2008 2:54 pm

Requesting a 'set animation speed' action.
Moderator
B
87
S
32
G
33
Posts: 3,005
Reputation: 27,397

Post » Fri Mar 07, 2008 3:08 pm

Also an equivalent of the "Text Blitter" object for MMF would be not essential, but important.
B
2
S
1
G
5
Posts: 70
Reputation: 1,540

Post » Mon Mar 17, 2008 9:38 pm

Small request for the text object, outline with variable thickness and color. It really helps to make the text more visible. I know that there is a PS 2.0 effect for outlines, but not everybody has a card that has 2.0.

Is is also possible to make comment visibility in the event sheet editor toggle? I put alot of comments in my apps and it takes up alot of space.
B
20
S
5
G
6
Posts: 32
Reputation: 2,769

Post » Mon Mar 17, 2008 9:55 pm

Suggestion : Particle Object

To use this plugin, just add the object, it's all event based, I'll explain with examples :

EVENTS =
ParticleObject.SetSprites = sprite1, sprite2, sprite3 (and so on)
ParticleObject.CreateEmitter = x, y, particle lifetime, particle scale, particle quality, particle gravity, gravity direction, emitter life
ParticleObject.SpawnParticles = x, y, particle lifetime, particle scale, particle quality, particle gravity, gravity direction


Blood Example =

ParticleObject.SetSprites = Blood1, Blood2
ParticleObject.CreateEmitter = Player.X, Player.Y, 250, 1, 3, 9.8, 90, 1250
ParticleObject.SpawnParticles = Arm.X, Arm.Y, 150, 0.75, 3, 9.8, 90


This will be EXTREMELY useful.
B
2
S
2
G
5
Posts: 512
Reputation: 2,674

Post » Mon Mar 17, 2008 10:00 pm

Suggestion : Graphic Counter

To use this plugin, set a sprite to the counter, it will copy itself to the desidered number.

EVENTS =
GCounter.SetSprite = sprite1
GCounter.SetMax = maximum value
GCounter.SetMinimum = minimum value
GCounter.SetValue = current value
GCounter.AddValue = adds a value to the current one
GCounter.SubtractValue = subtracts a value from the current one



Bullet Example =

GCounter.SetSprite = Bullet
GCounter.SetMax = 30
GCounter.SetMinimum = 0
GCounter.SetValue = 30

...reload...

GCounter.SetValue = 30

...shooting...

GCounter.SubtractValue = 1
B
2
S
2
G
5
Posts: 512
Reputation: 2,674

PreviousNext

Return to Construct Classic Discussion

Who is online

Users browsing this forum: No registered users and 0 guests