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PostPosted: Tue Jan 31, 2006 11:15 pm
by Novice
Faster and better particle handling, when it gets over 1000 paricles even my coputer hicups witch is not easy (3000mghz 64bit).

PostPosted: Thu Feb 02, 2006 3:17 pm
by Troodon
Something like this:
actor.createPath (x,y);
path.frames = path.frames + 1;

I mean that when the actor moves it creats a path.

PostPosted: Fri Feb 03, 2006 1:33 am
by DilloDude
tekdino wrote:I mean that when the actor moves it creats a path.

YES! That would be great! Then you could have other actors following it in the same path it took! I have an idea for a simple game where that would be most useful! Very good idea!

PostPosted: Sat Feb 04, 2006 9:15 am
by unigamer
Seperate rooms would benefit me greatly. I know I can use regions but it would be simpler to have seperate levels within a game and it would be easier to organise.

PostPosted: Sun Feb 12, 2006 1:34 pm
by Troodon
This would be usefull:
Code: Select all
mousestate = enabled;

(or disabled)

PostPosted: Tue Feb 14, 2006 2:27 pm
by Troodon
This also would be helpfull:
Code: Select all
actor.height = 50;
actor.width = 30;

and if there will be possibility of two screens:
Code: Select all
screen1.enabled;
screen2.hide;

Or some thing like that :wink:

PostPosted: Tue Feb 14, 2006 4:31 pm
by Troodon
And
Code: Select all
actor1.x = (rand(actor2.width))+actor2.width;
actor1.y = (rand(view.height))+view.y;
//actor1's place is randomly on actor2

PostPosted: Thu Feb 16, 2006 5:19 pm
by qscomputing
Two things:

1. Easier ways to create multiple levels.

2. A scripting editor that doesn't enforce a certain brace style.

Let me explain...

The GE script editor likes the user to brace like this

if (something)
{
...
}

whereas I prefer to brace like this:

if (something) {
...
}

GE's script editor pushes my closing brace all the way out to line up with the opening brace and it looks ugly.

I hope that all makes sense.

BTW, when I looked at GE before, it was very underpowered, very overpriced and had awful documentation. Now, it looks like a great system, at about the right price, and with great documentation (although Moon Defender needs to be updated to the latest version). Great work!

PostPosted: Mon Feb 20, 2006 4:57 am
by jazz_e_bob
Dont know if anyone asked for this but GE needs actor export. So you can take any actor and save it in a single file and merge it with any of your projects.


Modularity. Yes. :)

PostPosted: Tue Feb 28, 2006 10:26 am
by DilloDude
Have a
Code: Select all
savegame("Slot1");
function and a
Code: Select all
loadsave("Slot1");
function. These will save the exact state of a game. Also maybe more controll over the limits of activation regions. You could have it not remember that an actor was destroyed in a region, or have it remember actor variables. So when you re-enter a region all the enemies will come back, and/or the chests stay open, so they can't be opened again and give you two of one item.

PostPosted: Tue Feb 28, 2006 12:45 pm
by Kodo
I agree that being able to save out an actor with intact script data would be handy, I guess if you load a scripted actor into a new project it would have to automatically create any variables that didn’t already exist to avoid errors?

Saving games for loading later is a pretty easy thing to do anyway, most the time you only need to save a few variables, such as lives, health, position, level, inventory etc. Dumping the whole game instead of using save groups would be a bit of a waste of drive space, especially on pocket PCs. When I started out I assumed there must be some way of dumping the game state and then loading it again, but using the save groups to save and load variables does just the same thing, but only saves what’s needed, its also easy, tidy and quick :)

hmmm...

PostPosted: Tue Feb 28, 2006 5:52 pm
by EasyViber
OS X (Macintosh)?

PostPosted: Thu Mar 16, 2006 6:04 pm
by Novice
The laging bug when actors are parented to be fixed.

PostPosted: Fri Mar 24, 2006 10:20 am
by Novice
Resizable Script Editor!!!

PostPosted: Fri Mar 24, 2006 11:36 am
by Kodo
Also, mouse wheel scrolling in the script editor, just a small thing but would be handy :)