Re: Dungeon Editor Suggestions
Posted: Mon Feb 03, 2014 9:16 pm
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.
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:
____________________________________________________
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.

I'd like to suggest that the monster's onDamage hook also receive (and make available) the weapon that hit it.
Several times I've had a need to know what hit the monster, and that seems to be available in that hook.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).
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.