Page 7 of 9

Re: Dungeon Editor Suggestions

Posted: Mon Feb 03, 2014 9:16 pm
by Isaac
It seems I came here at the same time to post the same requests. :)

I'd like to suggest that the monster's onDamage hook also receive (and make available) the weapon that hit it.
onDamage: a hook which is called when the monster is damaged.
The function gets the following parameters: the monster itself,
amount of damage and the damage type, and (effectively the champion &/or weapon slot).
Several times I've had a need to know what hit the monster, and that seems to be available in that hook.

32bit Alpha transparency for textures would be nice for DXT5 images.

Also, Please consider the bounds as button bounds, instead of a hard coded size for the buttons... I've had a use for buttons larger than the hard coded size allowed in LoG1; and also for smaller ones.

** A kill function for sounds, especially looping ones; and oog support for sounds ~or if problematic for the engine, automatic oog compression on export and conversion to wav on load.
***Alternatively: Perhaps a playSound() function or Class feature that accepts a start & stop parameter? The designer could make a sound ~atlas of all the noises an object makes, (For instance, "Dragon_Effects", and define ten sounds that each play a few seconds of the included sample, from somewhere in the file.)

Like:

Code: Select all

defineSound{
		name = "dragon_roar",
		filename = "mod_assets/samples/custom/Dragon_Effects.ogg",
		loop = false,
		volume = 1,
		minDistance = 1,
		maxDistance = 10,
sample = {2.31, 4.81}  --(That being the start and finish of the sample from within the full sound.)
	}
____________________________________________________

Is there a reason that a timer's current value cannot be accessed?
*Like: print(timer_1:getTimeRemaining())
Where the active timer's Interval might be a minute long, but getTimeRemaining() would return however many seconds are left before it activates.

Re: Dungeon Editor Suggestions

Posted: Fri Feb 07, 2014 8:15 pm
by petri
Better control for animation and sounds have been requested several times (for a good reason!) and I'm happy to report that they are handled with the component system in the Grimrock 2 engine. E.g. you can simply add/destroy/enable/disable a sound component attached to an object, or tell the animation component of an object to play an animation. You can build pretty complex objects from the several dozen available components, really :)

Re: Dungeon Editor Suggestions

Posted: Fri Feb 07, 2014 8:51 pm
by Isaac
petri wrote:Better control for animation and sounds have been requested several times (for a good reason!) and I'm happy to report that they are handled with the component system in the Grimrock 2 engine. E.g. you can simply add/destroy/enable/disable a sound component attached to an object, or tell the animation component of an object to play an animation. You can build pretty complex objects from the several dozen available components, really :)
That sounds pretty fantastic! 8-)

Re: Dungeon Editor Suggestions

Posted: Sat Feb 08, 2014 1:44 am
by germanny
petri wrote:Better control for animation and sounds have been requested several times (for a good reason!) and I'm happy to report that they are handled with the component system in the Grimrock 2 engine. E.g. you can simply add/destroy/enable/disable a sound component attached to an object, or tell the animation component of an object to play an animation. You can build pretty complex objects from the several dozen available components, really :)
If you guys really implement all this into LoG2, you´re my popstars^^
If not - you´re DOOMED^^
If you want to be brilliant for your community, you may code a Blender exporter w. anim support..
Would help to gain more community ativity for your games. This is an essential for indie games.

Re: Dungeon Editor Suggestions

Posted: Sat Feb 08, 2014 11:55 pm
by Halluinoid
the fact is that we're very lucky to have the Editor included at all

I have found it to be very easy and reliable and great fun to use

even if LOG2 gets the same editor as LOG1, I would be happy with that but I know it will have more

what needs straightening out, is making it EASIER for people who just want to download MODS, they shouldn't have any obstructions or delays placed in their way, they need an EASY and SECURE system ONE PLACE where they know all the mods will be - a trusted respected fast LOCATION, this is not what we have right now

Re: Dungeon Editor Suggestions

Posted: Thu Feb 20, 2014 7:33 pm
by Isaac
Please consider implementing it such that 'per frame animation events' are parsed for all animations, not just the monsters.
Unless it's no longer the same way (and this doesn't apply).

*The main (though not the only) reason for this is synchronized sound effects that play on the correct frame. 8-)

Re: Dungeon Editor Suggestions

Posted: Fri Feb 21, 2014 6:10 am
by BuzzJ
I would like a realistic or at least passable fire effect. Like walls, floor, ceiling on fire. Can be achieved either by model with transparent texture parts, particles, or some combination, or something I hadn't thought of. This would be a useful example for modding.

Re: Dungeon Editor Suggestions

Posted: Sun Feb 23, 2014 9:20 am
by chaoscommencer
A tool for drawing line walls in between adjacent cells would be nice. One that would create normal foot-wide walls so you wouldn't need to cheat it by manually placing several secret doors would also provide the advantage of leveraging the randomly selected models for these walls (rather than just the one model the secret door object uses). This is of course assuming the wallset in use has multiple wall patterns.

Re: Dungeon Editor Suggestions

Posted: Wed Feb 26, 2014 9:43 am
by petri
Isaac wrote:Please consider implementing it such that 'per frame animation events' are parsed for all animations, not just the monsters.
Unless it's no longer the same way (and this doesn't apply).
In LoG2 the animation component has a onAnimationEvent() hook so you can trigger any Lua code with it. It works with any animated objects.

Re: Dungeon Editor Suggestions

Posted: Wed Feb 26, 2014 6:46 pm
by Isaac
petri wrote:
Isaac wrote:Please consider implementing it such that 'per frame animation events' are parsed for all animations, not just the monsters.
Unless it's no longer the same way (and this doesn't apply).
In LoG2 the animation component has a onAnimationEvent() hook so you can trigger any Lua code with it. It works with any animated objects.
That is outstanding good news! 8-)

__

Another suggestion (if not already implemented)... On Windows the editor retrieves named assets for packing in the dat on export, but it does not check them for correct [letter] case, and so if there is a case error, the game crashes when it cannot find the exact filename in the dat. It would be nice if the editor would flag an error (same as it normally does in the preview for syntax errors).

**** The LoG2 dungeon editor NEEDS a delete undo; currently if you select a script object (to edit), but press delete while the focus is still on the map (and not in the script body) ~you delete the entire script! (with no undo.)

If this goes unnoticed and the user saves the map, the script is lost.

__

Will the LoG engine support animation of GUI? (like animated icons ~just for instance).