wishlist for verge
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Gayo

Oh wow, there isn't one? I didn't even notice. I'm so used to V2 having a read/write player variable. There's probably a reason vecna wants to hide the variable in V3, but a GetPlayer() would solve the problem while still being sexy.

Posted on 2004-08-13 03:04:32

Overkill

Oh yeah, the one thing we need most is: Columns();

Posted on 2004-08-13 14:22:13

Gayo

You ought to release a separate lib that implements just the Columns. That way every finished VERGE game could include Columns.

Posted on 2004-08-14 02:35:34

Gayo

Time to dig out this thread for another feature wish: it'd be really nice if there were a way to set the bounds of the cameratracking to something other than the edges of the map. What I'm wanting to do here is create little "sub-maps" within a main map, and have the camera unable to scroll past the edges of the sub-maps. Now, there are several ways of hacking this in using the current build, so it's not a necessary feature, but it would be nice if the engine could handle it on its own so that I don't have to be jerking the camera around manually.

Posted on 2004-08-26 21:44:14

vecna

Quote:Originally posted by Gayo

Time to dig out this thread for another feature wish: it'd be really nice if there were a way to set the bounds of the cameratracking to something other than the edges of the map. What I'm wanting to do here is create little "sub-maps" within a main map, and have the camera unable to scroll past the edges of the sub-maps. Now, there are several ways of hacking this in using the current build, so it's not a necessary feature, but it would be nice if the engine could handle it on its own so that I don't have to be jerking the camera around manually.


xerxes supports that internally. I guess I forgot to make a VC interface for that. should be easy.

Posted on 2004-08-26 21:54:14

Sungam

cmdratz:
Its = possessive form of it
It's = contraction of "it is/tis"

Thus, "it's in the comedic archive"

:)


Honoring Strong Bad:
"If you want it to be possessive, it's just ITS. But if you want it to be a contraction, it's IT-apostrophe-S. Scalawag."
If only they'd show Strong Bad in schools...


Anyway, my wish is well-document by now, on these very boards:
Object Oriented Programming.
Unreasonable, perhaps. But that's the idea of the thread, I think :p

Posted on 2004-08-26 22:49:20

zonker6666

Let's see ... I would like

- to have access to any one layer as if it were an image.
- to have multiple entity layers
- to have more file manipulation possibilities (such as deleting files even if thats kept to the app folder and its subfolders)
- to read map properties from a map thats not the curmap
- nested structures


Posted on 2004-08-27 19:36:12

Gayo

Quote:Originally posted by zonker6666

Let's see ... I would like

- to have access to any one layer as if it were an image.


HELLA SIGNED. This would be so awesome.

Posted on 2004-08-27 20:16:14

mcgrue

I would also like this. I think it's rather... unlikely though.

Zeromus had some ideas for doing stuff like this, but he disappeared into the aether.

Posted on 2004-08-28 03:09:58

Gayo

I wouldn't necessarily need to be able to treat them as images directly -- just having RenderLayer(int layer, int imagehandle) would be awesome.

Posted on 2004-08-28 17:42:11

zonker6666

Indeed - that would do just fine :)

A couple other things I thought of (though im not sure if they were already mentioned)

- Being able to change a chrs walkstring at runtime.
- The addition of initial size and location of the game window
in verge.cfg.

Posted on 2004-08-29 18:20:37

zaril

break;


...would be really nice. A way to end a while and/or for loop without processing the rest of the loop.

With the continued functionality of...

break 2;


...would also be sweet.

Posted on 2004-08-29 18:33:31 (last edited on 2004-08-29 18:36:18)

Omni

Wait wait wait. You mean we don't have RenderLayer(image, layernumber)?

I thought we had a new Render to Destination function, so why not just alter the renderstring, render to the image, and switch the renderstring back?

Posted on 2004-08-29 18:37:05

Gayo

Hmm. Yes, that'd do it. Bit of a nuisance, but it'll work.

Posted on 2004-08-29 19:54:07

Wyrdwad

Hmmm... a bit late on this one, but I didn't see this topic before.

My VERGE wishlist is pretty small, as it already does most of what I could possibly want it to. About the only thing I can think of is user-friendly network support (i.e. make it so that the file-handling commands can accept URLs or IP addresses)... that and a dedicated artist and FMV designer with every download! ;) Heheheheh...

-Tom

Posted on 2004-08-29 20:11:43

Omni

I don't think file-handling commands like ReadLine would work for socket-based reading and writing.

Maybe some simple GetSocket(IP, port) that returns a socket handle, some ReadSocket(int socket) that gives you a string return of up to 256 characters, perhaps, of current data in a socket, and WriteSocket(int socket, string data). Well, also a CloseSocket(int socket). I'm not sure what else you'd need...

Posted on 2004-08-29 21:48:44

gannon

I would like something like
hookTile(string func)//func gets called every time the player goes to a new tile

Posted on 2004-08-31 00:27:54

Interference22

A built-in pathfinding system would be nice. You could simply input an XY co-ord into a movestring (pixel or tile accurate) and an entity intelligently makes it's way to the specified destination, avoiding map and entity obstructions if it has been set to do so.

Currently, XY commands in movestrings aren't very smart and ignore obstructions.

Posted on 2004-08-31 00:36:27

Wolf

My little wishilist:

-Some option to restict the playerentity position to tile-based coordinates (like V1, FF6, Lufia2 etc.).
-A way to have an event get called when the player steps OFF a zone tile instead of ON it.

This was a problem I had when making some puzzle in a game (I like puzzles in games :)):

You had to walk through an area, and everywhere where you stepped flowers wil grow and prevent you from going back. (don't ask).
So the event to make the flowers grow is called when the player steps off the tile.
I tried to workaround this by putting zones in all directions around the specified tile and then have it check what tile the player came from (based on it's facing), so it can put obstructing flowers on that tile. It works most of the time, but sometimes it seems to skip calling the events, which will probably be remedied when the movement is tile-restricted.

- Being able to jump to markers in MIDI-files
- The ability to end playing a MIDI file when it reaches a specified marker.

With the above two you can have a song play only once.
You can also loop a specific portion of the song.
In some games the battle music starts with some short intro and then starts from the point where it gets looped, this would also be possible.

Posted on 2004-09-02 10:39:00

Omni

I did make a _somewhat_ competent solution to the tile-based movement problem. In the Verge Help forum thread "how to make the game tile-based", I tried to write a small library to accomplish this.

How to Make the Game Tile Based

Er, also, I think because of inconsistent excellent quality between systems, of course Verge doesn't use[s] MIDI!

Posted on 2004-09-02 17:25:27 (last edited on 2004-09-03 01:15:24)


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