View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0009899 | Shattered Haven | GUI | Nov 12, 2012 11:31 am | Jan 18, 2013 12:01 pm | |
Reporter | GameMaker24 | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Summary | 0009899: Event Tile Markers | ||||
Description | While working with Stantonsburg, I began to realize the importance of immediately knowing which tiles were referenced in code. I had to always be wary when moving walls and other BG objects because a script might be set that moves NPCs to what is only, for now, a clear path. In one instance while double-checking the scripts, I realized that I had placed a tree right where a spider should appear, south of the warehouse. The game doesn't crash with this issue; it simply doesn't place the spider when the time comes. I propose that we create tile markers that look like small scroll icons and appear on their own during script editing, beneath their respective tile numbers which already appear. They could be transparent, if possible, so as not to obscure whatever is already on that tile. The advantage to these, of course, would be to instantly know which tiles are "sensitive" as you begin editing a sub-level. You could check for these instantly just by calling up the list of scripts. To implement, a procedure could run whenever a script's changes are saved which updates a small file to be used for this sublevel. The file would contain all the tile numbers found while scanning the updated script. Care would need to be taken, of course, to make sure old tile number references were removed if needed. | ||||
Tags | No tags attached. | ||||
Internal Weight | Feature Suggestion | ||||
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Also wanted to mention, this would create a visual aid when dealing with Ravines that will eventually appear. A small scroll icon would appear in each place where a ravine will eventually exist. (If possible, you could get fancy and transparently show the FG or BG object where it will appear. This would would make "scripted futures" immediately obvious. Again, these would only be displayed during script mode, when the tile numbers are displayed.) |
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Hopefully this covers most, if not all, of what you're looking for: * Added a new F6 hotkey to the game, for when you are in the editor or when you are in game (either one). ** When this is pressed, it toggles on and off showing little markers for all the tiles that are referenced by at least one script on the current sublevel. Let me know what's missing! |
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Hey, neat! That's a great quick reference. Here are a few thoughts: - The icons might not stand out against certain landscapes, such as water or snow. It might be better if they were hot pink or some other uncommon color. - I'm on the fence as to whether the entire row or column should have markers when a row or column is addressed, as opposed to just the first tile of that range. On one hand, they're hard to miss, but on the other, they might cross other, more significant markers that should stand alone. - They turn back off when you move between sub-levels. It would be nice to make them appear persistently until you toggle them back off. In some cases, I'll find myself hitting F6 a lot as I move back and forth between screens for alignment comparisons. I'll let you know if any additional refinements come up. Thanks! |
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- For the placement of an NPC, the actual NPC's image appears! Awesome! However, he/she sticks around even after you toggle the option back off. - Not all events are covered, yet. None of the future ravines in Stantonsburg are covered; this means it's not reading the BGSET commands. - The FGKILL command isn't covered -- I was hoping to see marks of death upon NPCs that were to become New Grays later in the story. (of lesser importance) - I had said that the markers had to be enabled each time you change sub-levels, but actually, the mode is indeed still on -- just not loading new markers. This means you have to turn the mode off and then back on, each time. - FGREMOVE and FGADD do not get markers. - It does seem to be reading this line: BGREPLACE BorderExitLevelE EmptyGround I say this because those exits are disappearing, as they should be. However, they stay invisible when you turn the option off. - When I press F6 on Level 002-C, an error occurs. HASRUN could not be evaluated: Object reference not set to an instance of an object. I found two scripts that have this kind of condition, but both refer to scrips that do exist. - The same error described above also occurs when you press F6 at the beginning of the Deadlands. Sorry if all this related feedback should be logged in separate issues. I know it's possible to have "children and parent" issues but haven't tried it yet. Let me know if I should separate them. :) |
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Quick clarification -- I just noticed that event markers continue to be displayed from screen to screen, during actual gameplay. It's only while editing that that problem exists. |
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Just in: * In the editor, when you are showing the tiles on which the scripts are referencing, the game now remembers to keep showing those when you switch between sublevels. * The icon used for showing script reference points and/or enemy path points has been altered to be hot pink and has a black border and drop shadow so that it should be visible pretty well anywhere now. |
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Note that this is only showing TRIGGER points for scripts. It's not referring to locations that a script might change at all. That would be a more involved parsing at the moment. |
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Thanks! I've noticed it does have limits, but this is still really helpful. I'll let you know if I find a compelling reason to expand upon it. |
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Okay, no problem! |
Date Modified | Username | Field | Change |
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Nov 12, 2012 11:31 am | GameMaker24 | New Issue | |
Nov 12, 2012 11:31 am | GameMaker24 | Status | new => assigned |
Nov 12, 2012 11:31 am | GameMaker24 | Assigned To | => Chris_McElligottPark |
Nov 12, 2012 11:41 am | GameMaker24 | Note Added: 0028943 | |
Nov 21, 2012 8:05 pm | Chris_McElligottPark | Note Added: 0029036 | |
Nov 21, 2012 8:05 pm | Chris_McElligottPark | Status | assigned => feedback |
Nov 23, 2012 2:20 pm | GameMaker24 | Note Added: 0029045 | |
Nov 23, 2012 2:20 pm | GameMaker24 | Status | feedback => assigned |
Nov 23, 2012 2:55 pm | GameMaker24 | Note Added: 0029047 | |
Nov 23, 2012 3:25 pm | GameMaker24 | Note Added: 0029049 | |
Jan 7, 2013 11:32 am | Chris_McElligottPark | Note Added: 0029660 | |
Jan 7, 2013 11:33 am | Chris_McElligottPark | Note Added: 0029661 | |
Jan 12, 2013 7:54 pm | GameMaker24 | Note Added: 0029777 | |
Jan 18, 2013 12:01 pm | Chris_McElligottPark | Note Added: 0029882 | |
Jan 18, 2013 12:01 pm | Chris_McElligottPark | Status | assigned => resolved |
Jan 18, 2013 12:01 pm | Chris_McElligottPark | Resolution | open => fixed |
Apr 14, 2014 9:28 am | Chris_McElligottPark | Category | Bug - UI => GUI |