Mini-Suggestion Thread

Darkhog

  • Posts: 1243
Still, it'd be nice to have it built-in.

There are no impossible things. There is only lack of skills.
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SolarLune

  • Posts: 3
I'm sure others have suggested this, but here are my suggestions.

1 ) Allow for transparent, alpha-channel enabled PNG files.
2 ) Have a block to change sprite display speed (e.g. 1x, 2x, 0.5x, variable x). I assume there's already a method to do it in code, so that's not necessary.
3 ) Use pixel amounts instead of columns and rows for sprite creation. For example, when I wanted to create a sprite from a file, it asked me how many columns and rows I wanted - it'd be easier to just tell it to split it up into a 16x16 cell-size (20 columns, 15 rows for 320x240).
EDIT: Which the tileset editor already does.
4 ) If a cell in an animation is blank (wholly transparent), discard it. Also, add an option to add a blank image into the animation.
5 ) Allow for click and drag to move an animation about.
6 ) Allow for Undo and Redo for the sprite editor.
7 ) Set Copy and Paste to be Ctrl-C and Ctrl-V.
8 ) Tell me if I'm about to remove an animation, and have a 'Don't Remind Me Again' option.
9 ) Give a 'Don't Remind Me Again' option for sprite image removal. Being asked each time I'm trying to remove a blank frame can get annoying.
10 ) Give a zoom feature for the sprite editor when looking at a sprite sheet.
11 ) Allow for joystick input. Sometimes Keyboard and Mouse just aren't enough. Not sure if it's possible with Flash, but that would be a nice addition.

So... Those are mine. This is a pretty interesting piece of software. So far, I'm pretty impressed, particularly with the Forge idea.

« Last Edit: August 11, 2011, 07:13:42 am by SolarLune »
Visit my homepage at Solarlune Games.

coleislazy

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  • Posts: 2607
1 ) Allow for transparent PNGs.

What part of a PNG isn't supported? I use transparency with them all the time and I haven't seen a problem.

SolarLune

  • Posts: 3
Sorry, I meant alpha-channels, like PNG files have. Post fixed.
Visit my homepage at Solarlune Games.

Sunflower

  • Posts: 591
Nope, alpha channels are supported, too! I'm not sure how to get them to work in Pencyl (in fact, generally use other editor to do that), but if you have alpha-channeled image and import it to an animation, it'll be alpha-channeled properly.

monkeydoodledo

  • Posts: 54
A few suggestions:
1) 2D arrays would be immensely useful. Just 2 dimensions, I'm not greedy.
2) Being able to switch the visibility of a region on/off so that you can see it on the screen while testing
3) Blocks to reference the unique ID of an actor, especially when you have multiple instances of a type of actor

Sunflower

  • Posts: 591
I think that separate block for "floor of [ 0 ]/[ 0 ]" would be useful, as it goes well with remainder one. So, if we wanted to draw a result of division, it could be something like:

Code: [Select]
draw text [[23/7 = ] + [floor of [23]/[7] as text] + [ r. ] [remainder of [23]/[7] as text]] somewhere
and it would draw "23/7 = 3 r. 2"

I would like to have this as separate block, because it's probably the most common usage of "floor" function (and goes well with remainder one).

goatsoup

  • Posts: 20
I'd like to browse the website for games that I can play on my touchscreen phone (i.e. mouse input only).

I was also thinking that I could play the same sort of games on the Wii but they don't seem to work - is it because Wii doesn't have the latest Flash player?

readerboy7

  • Posts: 59
i know that you can do something similar to this with design mode blocks but i would enjoy it if there was a text box option in the edit scene area. it would make stuff a lot easier while making quiz games.

In the license select box for sharing games on Forge, for the CC license, it says, "Anyone may use freely but must give credit you."

SWATLLAMA

  • Posts: 1059
OKay well, this is just to help with organization! I already requested folders somewhere else, so I won't request it again. Instead though, I request that in the main game hub for your game (not the entry screen), you can rearrange scenes. For example, if I've got a game like Bloons, which I wish I had but I don't, with 50 levels, I might need to organize them. I've noticed that level 3 or 2 might appear before level one, so a 3 level game could have this order: 3-1-2 or 2-1-3 or 3-2-1. Having the ability to drag and put one in front of the other would be a great organizing tool.
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Darkhog

  • Posts: 1243
2 ) Have a block to change sprite display speed (e.g. 1x, 2x, 0.5x, variable x). I assume there's already a method to do it in code, so that's not necessary.
Agree, it'd be nice to have that.
3 ) Use pixel amounts instead of columns and rows for sprite creation. For example, when I wanted to create a sprite from a file, it asked me how many columns and rows I wanted - it'd be easier to just tell it to split it up into a 16x16 cell-size (20 columns, 15 rows for 320x240).
EDIT: Which the tileset editor already does.
Agreed, partially. While sometimes (like when you did yourself spritesheet) is easier to enter dimension of single frame, other time it isn't (e.g. when you don't exactly know dimensions of frame but you know number of frames). So instead of specifying number of rows/columns, I'd like to have it as second option (numbers of rows/columns are automatically calculated when you enter dimensions and vice versa)
4 ) If a cell in an animation is blank (wholly transparent), discard it. Also, add an option to add a blank image into the animation.
I think it isn't wise choice - Sometimes it may be handy but it'll get messy when you want to make blinking animation
5 ) Allow for click and drag to move an animation about.
6 ) Allow for Undo and Redo for the sprite editor.
7 ) Set Copy and Paste to be Ctrl-C and Ctrl-V.
8 ) Tell me if I'm about to remove an animation, and have a 'Don't Remind Me Again' option.
All above re good suggestions, and in addition to 8 it'd be great to have this option for other confirmation windows too. 9 was removed since it's very similar to 8.

10 ) Give a zoom feature for the sprite editor when looking at a sprite sheet.
Also such option would be good for tilesets and collision box editor
11 ) Allow for joystick input. Sometimes Keyboard and Mouse just aren't enough. Not sure if it's possible with Flash, but that would be a nice addition.

Well, it isn't. Author of Super Mario Bros Crossover admits on his site that his game is designed to be played with joystick/gamepad and also tells that there's no flash api for that (at least for now) and suggest to use programs which maps joystick buttons to keyboard ones such as joy2key.

There are no impossible things. There is only lack of skills.
Don't click this if your computer has less than 641 kilobytes of RAM.
Stencyl stencyling stencylish stencylers :D

Darkhog

  • Posts: 1243
I know, I've suggested that, but I'll do it once more just to be sure.

I thinking of Wait block which would delay execution of code after it by certain amount of seconds as opposed to "do after" block which spawns another "thread" after certain amount of seconds.

Also improve code generation for timed events - instead of use as delay values like 1000 * (amount of seconds) and add another overhead, calculate it internally and put in code so generated code would be (for example):

Code: [Select]
runLater(5000, function(timeTask:TimedTask):void {                    /* Do something */});instead of
Code: [Select]
runLater(1000 * 5, function(timeTask:TimedTask):void {                    /* Do something */});Same for do every and wait commands.

There are no impossible things. There is only lack of skills.
Don't click this if your computer has less than 641 kilobytes of RAM.
Stencyl stencyling stencylish stencylers :D

Joe

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  • Posts: 2478
I thinking of Wait block which would delay execution of code after it by certain amount of seconds as opposed to "do after" block which spawns another "thread" after certain amount of seconds.
I've mentioned an extension of this in the past, but a "state machine" model like this wouldn't mesh well with our current game loop model. The current way of doing things ("do after") requires a little more thought, but it is more flexible.

Also improve code generation for timed events - instead of use as delay values like 1000 * (amount of seconds) and add another overhead, calculate it internally and put in code so generated code would be (for example):

Code: [Select]
runLater(5000, function(timeTask:TimedTask):void {                    /* Do something */});instead of
Code: [Select]
runLater(1000 * 5, function(timeTask:TimedTask):void {                    /* Do something */});Same for do every and wait commands.
Not only is the second way more clear to a programmer, but that optimization almost certainly happens at compile-time anyway.

coleislazy

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  • Posts: 2607
An import block so I don't have to use code mode just so I can use a Rectangle or Point!