wishlist for verge
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gannon

a wishlist for verge. Put your own.
You don't have to be reasonable. :)

the ability to have the get and set functions work with things in structs //this way you could pass structs and even have structs within structs (kinda)

the ability to pass things with callfunction (even a simple two ints only) without using globals //this would make making general functions much easier

robust debugger //on the fly variable editing and the whole bit

Posted on 2004-08-04 08:33:14

Gayo

My wishlist got a lot shorter with this release! There are still a number of things I'd like, though.

I'd like the ability to define one entity's position in terms of relation to another entity. This wouldn't be TOO hard to implement in VC, but it'd be a lot nicer if it were inherent in the system.

On the "I can do it myself but it'd be cool if it were built-in" note, colour-replacing and colour-masking functions would be nice.

Some way to set zones so that they automatically call their associated event every x seconds.

The ability to change an entity's walkstrings at runtime, overriding its chr walkstrings. Even just the ability to change a cached chr's walkstrings (only in memory, not in the actual file) would be cool, though, since I'd mostly want to do this for the main character sprite.

And, one that has no chance of ever being added: it'd be nice if you could set a map flag so that the map wrapped. This would really only be useful for RPG overworlds, and I can think of a few cheats to work around it, but this is a wish list.

Posted on 2004-08-04 08:54:34 (last edited on 2004-08-04 08:55:01)

mcgrue

Quote:Originally posted by Gayo

Some way to set zones so that they automatically call their associated event every x seconds.


That would be quite useful, actually.

I was talking about zones with Toen the other night, and since all of my rampant v3 use has been system.vc practically, I haven't had the joy of mapscripting in it as such yet. Do zones presently get activated every tile you advance within them in a multi-tile zone, or is it one activation per zone area?

Posted on 2004-08-04 09:29:01

zaril

return myStruct;

Posted on 2004-08-04 12:09:54 (last edited on 2004-08-04 12:10:13)

zaril

Quote:Originally posted by Gayo

And, one that has no chance of ever being added: it'd be nice if you could set a map flag so that the map wrapped. This would really only be useful for RPG overworlds, and I can think of a few cheats to work around it, but this is a wish list.


I'd second this. Very good idea in my opinion.

Posted on 2004-08-04 12:14:05

gannon

a wish that has even less chance of getting in
local structs and arrays
the ability to pass and return structs and arrays (kindof covered with the get and set but needs to support structs then returning one wouldn't be hard)

Posted on 2004-08-04 14:46:46

Technetium

Well, as I mentioned in another thread, it would be really cool if tile animations were set up like entity movescripts, where you can specify in a string exactly which tiles you want without having to have the tiles in order, and so that you can specify the amount of time between each change of tile. You could even incorporate the "B" option so that some animations will play through only once, and others loop. This would be a change that would require a change in Maped as well, but I suppose you could make it backwards compatible and have Verge automatically change existing tile animations into animation strings at compile.

How about layername(string name)? You give it the name of the layer as specified in maped, and it returns the index number for use with settile, etc. That way, when you have maps that lots of layers that have been shuffled around a lot, you don't have to spend a lot of time calculating in Maped exactly which layer index a layer is on.

I'd like to see AlphaBlit use setlucent. I tried using them together, but setlucent has no effect on Alphablit. You can get around this by rectfilling translucent black rectangles over the mask image for the AlphaBlit, but that's a workaround that shouldn't be necessary.

EDIT:

And, one that has no chance of ever being added: it'd be nice if you could set a map flag so that the map wrapped. This would really only be useful for RPG overworlds, and I can think of a few cheats to work around it, but this is a wish list.

Yeah, I also second this one. There are workarounds, but they involve make complicated borders around your already large map that duplicate parts from the opposite side, and also tend to cause some kind of noticeable flicker when you actually cross over.

I don't see why that one has no chance of being implemented, though.

Posted on 2004-08-04 15:07:40 (last edited on 2004-08-04 15:10:43)

Zip

Quote:Originally posted by zaril

return myStruct;


*sigh*

Zip

Posted on 2004-08-04 18:28:53

Gayo

Here's something I've been thinking about: say I want to enforce a specific draw order for entities, so some are consistently on top of others. So what I would do is have no entity draw in the renderstring, then make a DrawEntities function that draws them in the order I want (using BlitEntityFrame), and HookRender that. Would this be significantly sped up if VERGE had a DrawEntity that just drew an individual entity on its own in the same way the entity draw in the renderstring normally would? Because if so, I'd like that.

Posted on 2004-08-05 01:43:24

gannon

hmmm maybe something like this would work
the ablity to swap two enties that way you could choose what order they were drawn in

Posted on 2004-08-05 01:55:46

Gayo

That seems kind of a goofy solution.

Posted on 2004-08-05 04:53:12

gannon

HookEntityRender already allows you do anything you want instead of what it would normaly do for individual entities all that is needed now is a way to control what order the entities go in.
maybe a SetEntityOrder(string order)//pass in what order you want the entities processed seperated by commas

this would be useful in many ways

Posted on 2004-08-05 04:59:18

Omni

...FlipBlit...so why no MirrorBlit?

Posted on 2004-08-05 05:13:11

TomT64

A function to render the current frame of a CHR INDEPENDENT OF THE MAP whether or not it is moving. Also provide a way to put it somewhere other than the center or edge of the map. This is good for an FF3 style overworld and other Mode 7 effects (perhaps).

Also MAEK STRUCTS LOCAL and allow returning of all data types available to verge.

Oh and add floats too.

....

Is that enough?

Posted on 2004-08-05 05:58:19

mcgrue

Uh, Tom, BlitEntityFrame(int x, int y, int e, int f, int dest) exists.

And no amount of wishing will get returnable structs anytime soon. We've said this many times.

Posted on 2004-08-05 06:06:17

gannon

you could fake it if the get and set worked with structs :)

Posted on 2004-08-05 06:45:03

mcgrue

Yes, which is more feasable by far, and that's why I've asked vecna about it's likelihood.

Posted on 2004-08-05 08:03:53 (last edited on 2004-08-05 08:04:16)

Gayo

Quote:Originally posted by gannon

HookEntityRender already allows you do anything you want instead of what it would normaly do for individual entities all that is needed now is a way to control what order the entities go in.
maybe a SetEntityOrder(string order)//pass in what order you want the entities processed seperated by commas


I want to be able to change this a lot, though. Constantly changing the order of the entites is a lot of work.

Posted on 2004-08-05 08:15:30

gannon

cool thanks
sorry for the off topicness but are the people making the new person faq going to give work arounds for common verge problems (I know about the Fixed-point faq but that should be pointed to anyway)

Posted on 2004-08-05 08:16:08

gannon

Quote:Originally posted by Gayo

Quote:Originally posted by gannon

HookEntityRender already allows you do anything you want instead of what it would normaly do for individual entities all that is needed now is a way to control what order the entities go in.
maybe a SetEntityOrder(string order)//pass in what order you want the entities processed seperated by commas


I want to be able to change this a lot, though. Constantly changing the order of the entites is a lot of work.


then maybe a delay render function in the render function. when called it would end the render function and make that entities render after the rest of the entities. how does that sound?

Posted on 2004-08-05 08:21:19


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