For me, I would love preset drag and drop recipes for attributes and stuff for dozens of rules (moving platforms, repeating backgrounds, math functions etc.). That way I could adapt, tweak and fill in the blanks much easier than trying to create them from scratch, which sometimes leads to massive loss of time and fail That would kick a** for someone like me.
How about accessing Actor Attributes directly from another Actor, with indexing (or arrays)? That way, we don't have to set up a million Game Attributes and send things back and forth to test.
-Updated GS splash screen that adds "now loading" or a progress bar or some sort (instead of nothing and the assumed lock up people think). Also a portrait mode splash screen from GS.
I do have a few more. They're dream features, after all.
- Text-to-speech. `Speak Voice: "You have 9 lives left."` Acapela, iSpeech, and Cepstral can license their TTS technology to be implemented into the engine.
- Camera support. Not just for live use for augmented reality-style games, but for capturing images, too.
- Line and pixel drawing. Would work hand-in-hand with camera support and creating games that don't necessarily need sprites for certain things (drawing lasers, etc.) One could even make a decent "paint" style program, but it would only work if you could...
- Embed an image onto another image. This idea came to me fairly recently - suppose you want to build-up a scene of destruction. For example, leaving dozens of Actors onscreen of burned craters, twisted metal, and alien guts, and dead bodies could take a toll on the Scene, taking up valuable CPU power and frames per second, especially when they're no longer being "used." Having the Actor's last image "burned" into another Actor (i.e. background) and then Destroying the Actor allows you to leave all that the detail onscreen (even good for Preserving the Scene and getting back to it).
- Native keyboard and text input support. Yeah, sure, you can make your own, but considering the Apple has one already for you, it would seem to be second nature to use it.
How about a preset to stop things going out of scene. Rather than having to make a frame and some rules. Be so useful for so many single screen games. Ball games particularly (unless this already exists and I have'nt found it yet).
I want to be able to attach one actor to another so i can build complex actors without having to roll my own angle offsets and such.
I want to be able to bind a gun to a guys hand and have the gun rotate with the actors rotation at the correct offset without me having to calculate all that myself.
I want when the player changes size that any attached children also scale with it. Basically, i want to be able to bind two or more actors together and have them behave as a group.
Ya, that's part of Torque 2D also. It's a neat trick, you can parent a bunch of Actors together so they all fall in line together, and optionally follow each other's visibility levels and rotations, etc.
Could lend to making a bunch of different characters onscreen just by piecing their head, torso, and lower body.
orbz, you read my mind pretty much. 1. Direct actor to actor communication
2. Networking
3. Struct data types
4. Collision bounds as a separate rect/circle from the image bounds (or even better - per pixel collision detection!)
i would add these...
- the ability to 'turn off/comment out' rules/behaviors so that troubleshooting and testing would be 100x's easier. you would not have to completely delete rules to try other rules. you could try different rule sets in the same actor by turning off the other sets as you desire.
- plugin support for the major browsers completed so we can have greater visibility and expand the web game community.
additionally i would add: the ability to toggle layer visibility on and off from both the editor AND runtime.
And with the ability to toggle visibility on/off at runtime also the ability to "silence" anything on an invisible layer. That is, if the layer is silenced it doesn't execute rules. The two flags should be separate though, visibility and silenced are not the same.
IF this is coming at some point, can we have an option to scale the size of the collision? So that, essentially, I can tick the 'per-pixel collision' then have a slider to make the actual size of that collision smaller or larger than the image.
Pixel collisions Take a few seconds of splash screen In app purchases Keyboard/text or number input to variable Video/animation playing instead of dragging in frame by frame
How about the option to add coloured strokes, drop shadows to actors in game, rather than having a different image.
A flip screen transition for moving from one scene to another.
The ability to record sound, and then apply some simple effects to it.
Not sure if we have it already, but access to gps, the photos on device, camera, email,. Would open up lots of app opportunities. Also like in doodle jump you can challenge someone via email which could increase sales.
Framerates, framerates..... framerates....... did I say framerates? I've been doing some heavy testing of a 3G iphone and the framerates for moving around a 1024x1024 image are just terrible. Sometimes as low as 2 fps when there isnt much going on, just scrolling.
Compared with other iPhone games I've tried (not GS authored titles), their scrolling is butter smooth, almost liquid on the 3G.
Why is GS sooo latent and slow, when the 3G can clearly handle the speed in other games doing exactly the same thing?
If there is a dream feature, this should be number 1 as far as I'm concerned and it impacts everyone.
Sortable Attributes! As it is now once you create an attribute it's forever stuck in that position, you can't move them in any way. I would like to be able to click the column heading and have my custom attributes resorted by name.
Also, I would like to be able to change the data type without destroying the attribute, thus destroying all references to it in code.
Also, PLEASE PLEASE fix the slowdown bug in the creator. Every time I use the creator for a prolonged period of time it eventually slows down to the point where it is unusable and CPU sits at 100% The only way to fix it is to restart GS Creator.
Comments
That would kick a** for someone like me.
You say the sexiest things, babe *blush*
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
2. Networking
3. Struct data types
4. Collision bounds as a separate rect/circle from the image bounds (or even better - per pixel collision detection!)
Haven't had much time to figure out what's gone wrong and how to fix it in Spellcaster ever since the upgrade.
-Updated GS splash screen that adds "now loading" or a progress bar or some sort (instead of nothing and the assumed lock up people think). Also a portrait mode splash screen from GS.
-Faster load times
- Text-to-speech. `Speak Voice: "You have 9 lives left."` Acapela, iSpeech, and Cepstral can license their TTS technology to be implemented into the engine.
- Camera support. Not just for live use for augmented reality-style games, but for capturing images, too.
- Line and pixel drawing. Would work hand-in-hand with camera support and creating games that don't necessarily need sprites for certain things (drawing lasers, etc.) One could even make a decent "paint" style program, but it would only work if you could...
- Embed an image onto another image. This idea came to me fairly recently - suppose you want to build-up a scene of destruction. For example, leaving dozens of Actors onscreen of burned craters, twisted metal, and alien guts, and dead bodies could take a toll on the Scene, taking up valuable CPU power and frames per second, especially when they're no longer being "used." Having the Actor's last image "burned" into another Actor (i.e. background) and then Destroying the Actor allows you to leave all that the detail onscreen (even good for Preserving the Scene and getting back to it).
- Native keyboard and text input support. Yeah, sure, you can make your own, but considering the Apple has one already for you, it would seem to be second nature to use it.
I want to be able to bind a gun to a guys hand and have the gun rotate with the actors rotation at the correct offset without me having to calculate all that myself.
I want when the player changes size that any attached children also scale with it. Basically, i want to be able to bind two or more actors together and have them behave as a group.
Parenting it's called in Unity.
Could lend to making a bunch of different characters onscreen just by piecing their head, torso, and lower body.
orbz, you read my mind pretty much.
1. Direct actor to actor communication
2. Networking
3. Struct data types
4. Collision bounds as a separate rect/circle from the image bounds (or even better - per pixel collision detection!)
i would add these...
- the ability to 'turn off/comment out' rules/behaviors so that troubleshooting and testing would be 100x's easier. you would not have to completely delete rules to try other rules. you could try different rule sets in the same actor by turning off the other sets as you desire.
- plugin support for the major browsers completed so we can have greater visibility and expand the web game community.
- native font support...nuff said
noodles...
And with the ability to toggle visibility on/off at runtime also the ability to "silence" anything on an invisible layer. That is, if the layer is silenced it doesn't execute rules. The two flags should be separate though, visibility and silenced are not the same.
IF this is coming at some point, can we have an option to scale the size of the collision? So that, essentially, I can tick the 'per-pixel collision' then have a slider to make the actual size of that collision smaller or larger than the image.
Best of both worlds? Or am I talking rubbish?
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
Take a few seconds of splash screen
In app purchases
Keyboard/text or number input to variable
Video/animation playing instead of dragging in frame by frame
A flip screen transition for moving from one scene to another.
The ability to record sound, and then apply some simple effects to it.
Not sure if we have it already, but access to gps, the photos on device, camera, email,. Would open up lots of app opportunities. Also like in doodle jump you can challenge someone via email which could increase sales.
Compared with other iPhone games I've tried (not GS authored titles), their scrolling is butter smooth, almost liquid on the 3G.
Why is GS sooo latent and slow, when the 3G can clearly handle the speed in other games doing exactly the same thing?
If there is a dream feature, this should be number 1 as far as I'm concerned and it impacts everyone.
you're lactating????
/faints
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
The search results would show where (group, rule or timer) I had used them and I could edit them direct rather than navigating there.
Also, I would like to be able to change the data type without destroying the attribute, thus destroying all references to it in code.
Also, PLEASE PLEASE fix the slowdown bug in the creator. Every time I use the creator for a prolonged period of time it eventually slows down to the point where it is unusable and CPU sits at 100% The only way to fix it is to restart GS Creator.