EDITOR Feature Requests (not bugs!)

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
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zukas3
Posts: 17
Joined: Wed Sep 12, 2012 2:44 pm

Re: EDITOR Feature Requests (not bugs!)

Post by zukas3 »

McSkivv wrote:Just one thing: I'd love to see a playCinematic() command. This would enable more detailed story-telling in longer dungeons where an intro and outro aren't enough.
This! Oh my god please this!
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Isaac
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Joined: Fri Mar 02, 2012 10:02 pm

Re: EDITOR Feature Requests (not bugs!)

Post by Isaac »

McSkivv wrote:Just one thing: I'd love to see a playCinematic() command. This would enable more detailed story-telling in longer dungeons where an intro and outro aren't enough.
I would love to see a PlayBink() command. 8-)

I haven't tried it yet, but 10MB uncompressed frames with zero fade time don't seem like they could flip very smoothly at a fast pace. :?
Lilltiger
Posts: 95
Joined: Sun Sep 16, 2012 1:12 am

Re: EDITOR Feature Requests (not bugs!)

Post by Lilltiger »

Labeling/Numbering in the editor

What i miss in the editor from just a few hours work in it is the ability to label or number the "rooms", just as visual aid when I am working with them. Right now it's rely easy to forget which room is which, especially when coming back a few hours later.
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takis76
Posts: 78
Joined: Wed Apr 04, 2012 4:01 pm
Location: Athens - Greece

Re: EDITOR Feature Requests (not bugs!)

Post by takis76 »

Onother feature for game and editor is , there will be coin slots and coin items (Gold,Silver,Copper).
Do you remember the dungeon master , in some places there where some slots which you put coins.
Put a coin to open a door , put a coin to deactivate a trap etc..
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Komag
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Location: Boston, USA

Re: EDITOR Feature Requests (not bugs!)

Post by Komag »

good idea. It's not really an editor feature though, more of a content thing. You could make a custom coin model and make it work like a key, with a custom sound when it goes into the "lock"
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Magus
Posts: 56
Joined: Wed Sep 12, 2012 6:05 pm

Re: EDITOR Feature Requests (not bugs!)

Post by Magus »

My requests would be:
-having functions like getMousePos() and have a way to make global functions for making librarys etc..
COR
Posts: 2
Joined: Sun Sep 16, 2012 11:50 am

Cycle Selection/Add/Draw tools with one button

Post by COR »

Would it be possible to add a keybinding that lets you cycle through the Selection/Add/Draw tools?

1 2 and 3 are nice, but I would just love to be able to press middle mouse button to quickly switch between them.
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Isaac
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Re: EDITOR Feature Requests (not bugs!)

Post by Isaac »

[beta 1.2.10 added this]Request: Hovering over any cell lists that cell's X/Y coordinates in the Status bar. Currently you seem to have to guess (if the cell is empty), and you have to click on an object, or click, then click again for an object from the context list ~in order to see that object's location.

It could be very convenient to just look at the status bar to see what the X/Y is for the cell under the mouse cursor.
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Montis
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Location: Grimrock II 2nd playthrough (hard/oldschool)

Re: EDITOR Feature Requests (not bugs!)

Post by Montis »

Request: IMPLEMENTED!
Be able to refer to functions or variables in other script_entities. Maybe this is already possible, but it's documented nowhere.

Example:
script_entity1

Code: Select all

function testme()
	script_entity2:testexecute()
end
script_entity2

Code: Select all

function testexecute()
	print("test successful")
end
Last edited by Montis on Tue Sep 18, 2012 5:23 pm, edited 1 time in total.
When destiny calls, the chosen have no choice.

My completed dungeon (LoG1): Hypercube
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Brewitz
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Re: EDITOR Feature Requests (not bugs!)

Post by Brewitz »

1) Would be nice to have to ability to equip your group IN the editor.

So you can play the parts as if they have already walked through and up to the point where you are now building stuff... So for balancing the equipment/food you would virtually play the new part you build with more or less the same equipment that you already have put in the dungeon on earlier levels and your virtual group have found.

2) Also would be nice to have the test group in the editor with certain levels/skills that they have learned on your own virtual trip.
So if you start on level 7 with 5 ogres in a small room you actually can try how hard it is without KILL-command. :)

Now you have to play the whole thing over and over if you want to get the feel of the equipments and the problems that can appear when facing some enemies in certain situations. With the KILL-command it kinda takes away the balancing thing.
... shoot to thrill!
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