dMZX Forums: Feature requests thread - dMZX Forums

Jump to content

  • (31 Pages)
  • +
  • « First
  • 18
  • 19
  • 20
  • 21
  • 22
  • Last »
  • You cannot start a new topic
  • This topic is locked

Feature requests thread Post your stupid crap here

#571 User is offline   Spectere 

  • Resident Spectere Fanboy
  • PipPipPipPipPipPip
  • Group: Members
  • Posts: 3,111
  • Joined: 18-June 04
  • Gender:Male
  • Location:Struthers, OH, USA

Posted 10 June 2008 - 06:52 PM

View Postajs, on Jun 10 2008, 11:08 AM, said:

(BTW if you get a chance pls do test the 2.82 [RC] PSP build http://mzx.devzero.c.../mzx282-psp.zip )

Awesome. I'll give it a go when I get home from work tonight.

Is there anything in particular that you want us to look for?

This post has been edited by Spectere: 10 June 2008 - 06:52 PM

:)
0

#572 User is offline   weasel 

  • bleh
  • PipPipPipPipPipPip
  • Group: Members
  • Posts: 7,916
  • Joined: 23-December 00
  • Gender:Male

Posted 10 June 2008 - 07:00 PM

Alright, I'm sorry, I tried, but I couldn't download the RC build. Not at a reasonable pace, anyway...and it seems this computer hates USB storage devices, so I couldn't get it on here anyway. It'll have to wait until I get home, unfortunately...
wildweasel
Serious damage to important body parts pretty much ruins any plans you had for living. Bummer.
0

#573 User is offline   ajs 

  • carpe diem
  • PipPipPipPipPip
  • Group: Members
  • Posts: 1,614
  • Joined: 21-October 00
  • Gender:Male
  • Location:United Kingdom

Posted 10 June 2008 - 07:56 PM

If it starts, that'd be a pretty good piece of news. If it loads a game, well..

--ajs.
0

#574 User is offline   Terryn 

  • ******
  • Group: DigiStaff
  • Posts: 2,966
  • Joined: 12-October 00
  • Gender:Male

Posted 11 June 2008 - 05:54 PM

Before I forget, AGAIN.

I'd like a way for the editor-less builds to still use cheat functions - not for the sake of cheating, but for the sake of getting through the worst-case scenario in which a bug in a game would otherwise force someone to replay good portions of a game.
angelic stream - shed sanguine - ill-adapt - avis - para/lyser - renaissance - dead tangent - phosphene blur - birth breeds death - ________ - painted glass - lagniappe

<Exophase> HES STEALING MAH AIRSHIP!!!!!!11111111
0

#575 User is offline   Terryn 

  • ******
  • Group: DigiStaff
  • Posts: 2,966
  • Joined: 12-October 00
  • Gender:Male

Posted 13 June 2008 - 03:06 PM

Other things.

1) board_editor_hide_help hides too much. It should probably only hide the hotkey help, but it also hides very helpful information, such as what item is in the current buffer and whether the editor is in block selection/overlay/text placement/etc mode. I want it to display only that information when the help is hidden.

2) Already discussed this, but I'm setting it down in public. I want the ability to revert a Robot to the state it was before it is entered via the Robotic Editor. Currently, there's not much of an easy way to escape the Robot if something like a bad replace all goes awry and one wants to just load a recent backup.
angelic stream - shed sanguine - ill-adapt - avis - para/lyser - renaissance - dead tangent - phosphene blur - birth breeds death - ________ - painted glass - lagniappe

<Exophase> HES STEALING MAH AIRSHIP!!!!!!11111111
0

#576 User is offline   Terryn 

  • ******
  • Group: DigiStaff
  • Posts: 2,966
  • Joined: 12-October 00
  • Gender:Male

Posted 30 June 2008 - 09:55 AM

Again!

I'd like the octave range in sound commands to be raised to the 8th octave (as opposed to the current 6th). It's less idiotic of a request than it seems, considering MZX handles WAVs and OGGs now, and 44.1KHz/48KHz just barely makes it into the end of the 6-octave range, making speedup sound manipulation of OGG/WAVs somewhat limited. (Mathematically, extending the octave range by two will allow 192KHz wavs/oggs to be played at/near native speeds with octave settings, but that's a benefit that I don't see being used for pretty obvious reasons. 96KHz is comparatively feasible, sort of. The extension to eight octaves is simply because it's more "natural" than seven.)
angelic stream - shed sanguine - ill-adapt - avis - para/lyser - renaissance - dead tangent - phosphene blur - birth breeds death - ________ - painted glass - lagniappe

<Exophase> HES STEALING MAH AIRSHIP!!!!!!11111111
0

#577 User is offline   smilymzx 

  • Those Goodie-Goodies!
  • PipPipPip
  • Group: Members
  • Posts: 350
  • Joined: 25-October 03
  • Gender:Male
  • Location:I.M.MEEN's book

Posted 05 July 2008 - 08:28 PM

I wanted a Energizer (or at least as a new Robotic command) without MZX's default Player animation. So the Player can have customizable animations. ''Adlo (the MZX game)'' uses the robot for Energizers, but does not work right!

This post has been edited by smilymzx: 05 July 2008 - 08:42 PM

SmilyMZX, A.K.A. Hamtaro126 (A.K.A. AtariHacker)

I am at:

Z2 - ZZT forums, NESDEV Forums, SMW Central (Super Mario World)

Other interests:

Museum of ZZT, NESDEV Wiki, Wiki of Weavers (ZZT-related!)
0

#578 User is offline   nooodl 

  • Senior Member
  • PipPipPipPip
  • Group: Members
  • Posts: 735
  • Joined: 28-October 06
  • Gender:Not Telling
  • Location:Belgium

Posted 06 July 2008 - 12:06 PM

Nobody uses normal energizers. Use a robot.
0

#579 User is offline   Lachesis 

  • the pinnacle of human emotion
  • Group: DigiStaff
  • Posts: 3,949
  • Joined: 17-July 04
  • Gender:Female
  • Location:Sealand

Posted 02 August 2008 - 11:15 PM

View Postajs, on Aug 2 2008, 03:52 PM, said:

At least BASIC could always be interrupted with Ctrl-C or similar. MZX has no such feature!

Yo, maybe a key combo that drops you out of gameplay, to the title screen or editor, which is usable busyloops occur. I'd rather not have to open up the Task Manager every time something unexpected happens in my code, resulting in a busyloop. :p
"Let's just say I'm a GOOD hacker, AND virus maker. I'm sure you wouldn't like to pay for another PC would you?"

xx̊y (OST) - HELLQUEST (OST) - Zeux I: Labyrinth of Zeux (OST) (DOS OST)
w/ Lancer-X and/or asgromo: Pandora's Gate - Thanatos Insignia - no True(n) - For Elise OST
MegaZeux: Online Help File - Keycode Guide - Joystick Guide - Official GIT Repository
0

#580 User is offline   LogiCow 

  • Holiday cow
  • PipPipPipPipPip
  • Group: Members
  • Posts: 2,671
  • Joined: 18-July 02
  • Gender:Male
  • Location:Quebec

Posted 11 August 2008 - 08:55 PM

A more simple solution would be to make escape work during busy loops.
0

#581 User is offline   Revvy 

  • Jeez guys, there's no need to be narky.
  • PipPipPipPipPipPip
  • Group: Members
  • Posts: 3,520
  • Joined: 05-March 01
  • Gender:Male
  • Location:Ontario, Canada

Posted 12 August 2008 - 04:53 AM

That wouldn't help with endless textboxes.
<+AFK> Bringing whisky to my mother is like irrigating a lake.

<+AFK> dormando's apathy is palpable.
* AFK palpates
<dormando> stop that

<Malwyn> undressing with revvy a little over a metre away. new definition of awkward.
0

#582 User is offline   Pyro1588 

  • wojtek
  • PipPip
  • Group: Members
  • Posts: 145
  • Joined: 20-October 02
  • Gender:Male
  • Location:Minnesota

Posted 12 August 2008 - 02:05 PM

i'd like to throw my support in for the ctrl+c or whatever key combination to kill the gameplay, at least when you're testing.
<Tox> bah. I may as well give in and shop australia. D:
<pyro1588> "welcome to australia, can i help you find what you're looking for?"
<Tox> pyro1588, I'm giving you the most reproachful of glares right now.
--------
Go show those nutty Koreans what us crazy Europeans are made of pirate.gif pirate.gif pirate.gif - Saike
<exophase> The old Commodore strategy of, "Go friggin' bankrupt!"
<wervyn> Go away! I'm writing the same engine I always do!
0

#583 User is offline   smilymzx 

  • Those Goodie-Goodies!
  • PipPipPip
  • Group: Members
  • Posts: 350
  • Joined: 25-October 03
  • Gender:Male
  • Location:I.M.MEEN's book

Posted 14 August 2008 - 05:33 AM

a list of nifty features that aren't supported yet:

A choice of character Height: 8x8, 8x12, or 8x16, as well with 8x14. or maybe let a user choose a height, (8 through 16)

Extend how much characters in a charset. Only choices I would go is 512 or 256(default)

Extend how much Colors in a Palette: 16(Default), 32, 64, 128, or 256(SMZX)

Optional: A choice of character Legnth: Only 8 or 9 is most possible

This is also optional: Extend and Make, and Default your Resolustion as long as your screen does not reach over 800x600 pixles.

These features are really needed to make my Mario clone, At least for the release version to be done

Some might be already asked for, But I need those someday. (Think of it as a Wishlist)

This post has been edited by smilymzx: 14 August 2008 - 05:34 AM

SmilyMZX, A.K.A. Hamtaro126 (A.K.A. AtariHacker)

I am at:

Z2 - ZZT forums, NESDEV Forums, SMW Central (Super Mario World)

Other interests:

Museum of ZZT, NESDEV Wiki, Wiki of Weavers (ZZT-related!)
0

#584 User is offline   Seventh Shade 

  • willfully disreputable
  • PipPipPipPip
  • Group: Members
  • Posts: 917
  • Joined: 10-March 04
  • Gender:Male

Posted 18 August 2008 - 05:57 PM

Can we get the ability to play sound effects and individual volumes. Like say:

sam 420 "~50~boom.wav"

would play boom.wav at 50% volume. This would let us do neat things like have thing get louder as the player gets closer to them.
0

#585 User is offline   LogiCow 

  • Holiday cow
  • PipPipPipPipPip
  • Group: Members
  • Posts: 2,671
  • Joined: 18-July 02
  • Gender:Male
  • Location:Quebec

Posted 18 August 2008 - 07:22 PM

Support for the mousewheel, mouse forward and mouse back buttons.
"buttons" is not intuitive. A better way would be to add "MouseN" counters.
0

#586 User is offline   ajs 

  • carpe diem
  • PipPipPipPipPip
  • Group: Members
  • Posts: 1,614
  • Joined: 21-October 00
  • Gender:Male
  • Location:United Kingdom

Posted 18 August 2008 - 08:57 PM

With SDL just returning a bitmask here, it would be possible to support buttons 4 (WHEELUP) and 5 (WHEELDOWN) as extensions of the already available BUTTONS bitmask. As for this MouseN thing, I'm not really sure why you want that. You've got expressions.

--ajs.
0

#587 User is offline   Terryn 

  • ******
  • Group: DigiStaff
  • Posts: 2,966
  • Joined: 12-October 00
  • Gender:Male

Posted 19 August 2008 - 01:57 AM

Well, the deal with BUTTONS is that the more buttons are supported, the more unintuitive the combinatorics become. If one wants to eventually support a mouse with a clickwheel and two side buttons, that ends up being seven actions (leftclick, rightclick, clickwheelclick, scrollup, scrolldown, leftsideclick, rightsideclick) which would need to give a specific number to each feasible combination due to BUTTONS being tied to a single counter. Further complicating things is that left and right clicks together returns 3, throwing a wrench into making an expanded numbering system sane.
angelic stream - shed sanguine - ill-adapt - avis - para/lyser - renaissance - dead tangent - phosphene blur - birth breeds death - ________ - painted glass - lagniappe

<Exophase> HES STEALING MAH AIRSHIP!!!!!!11111111
0

#588 User is offline   RoSS 

  • RIP Fred Friedberg 2004
  • PipPipPipPipPipPip
  • Group: Members
  • Posts: 3,283
  • Joined: 22-October 00
  • Gender:Male
  • Location:Right in front of behind you.

Post icon  Posted 19 August 2008 - 03:01 AM

View PostTerryn, on Aug 18 2008, 08:57 PM, said:

Well, the deal with BUTTONS is that the more buttons are supported, the more unintuitive the combinatorics become. If one wants to eventually support a mouse with a clickwheel and two side buttons, that ends up being seven actions (leftclick, rightclick, clickwheelclick, scrollup, scrolldown, leftsideclick, rightsideclick) which would need to give a specific number to each feasible combination due to BUTTONS being tied to a single counter. Further complicating things is that left and right clicks together returns 3, throwing a wrench into making an expanded numbering system sane.


While that is true somewhat, if buttons was made up of a series of bits, like (right side click) (leftside click) (scroll down) (scroll up) (wheel click) (right click) (left click), where say BUTTONS=1001001 means you're clicking right side and left button while scrolling up. While it doesn't look super intuitive, if you had all these set, seeing whether that would be
if "('buttons' a ('LEFT_BUTTON' o 'RIGHT_SIDE_BUTTON' o 'SCROLL_UP') )" = "buttons"
or
if "('buttons' x 'LEFT_BUTTON' x 'RIGHT_SIDE_BUTTON' x 'SCROLL_UP')" = 0
-RoSS
<img src="http://ross.box43.net/sig.php/sig.png" border="0" class="linked-sig-image" />
0

#589 User is offline   Wervyn 

  • I can see you
  • Group: DigiStaff
  • Posts: 1,855
  • Joined: 24-December 00
  • Gender:Male
  • Location:Caras Galadhon

Posted 19 August 2008 - 03:59 AM

View PostRoSS, on Aug 18 2008, 11:01 PM, said:

While that is true somewhat, if buttons was made up of a series of bits, like (right side click) (leftside click) (scroll down) (scroll up) (wheel click) (right click) (left click), where say BUTTONS=1001001 means you're clicking right side and left button while scrolling up. While it doesn't look super intuitive, if you had all these set, seeing whether that would be
if "('buttons' a ('LEFT_BUTTON' o 'RIGHT_SIDE_BUTTON' o 'SCROLL_UP') )" = "buttons"
or
if "('buttons' x 'LEFT_BUTTON' x 'RIGHT_SIDE_BUTTON' x 'SCROLL_UP')" = 0

I think the most intuitive way to do this would be "if "buttons" = "('LEFT_BUTTON'+'RIGHT_SIDE_BUTTON'+'SCROLL_UP')" then "label"", but that's just me. Regardless, RoSS is right, I don't think we need to pollute a bunch more counter namespace with builtins to represent single bits. As long as it's well documented, bitmasking flags is really easy. I do think it's worth adding support for more mouse buttons, though, definitely for the scroll wheel at least. Perhaps in a way that's configurable somehow. And if it is in the (game) config file, it might be possible to tie in gamepad or joystick support to the counter as well.

EDIT: I just realized that Terryn didn't realize that the buttons counter was already designed as a bitmask, and that "3 = left+right buttons" is completely sane. I had taken that for granted all these years. Um, yeah.

"Business or pleasure sir?" "ECSTACY!"
To lie is to change the truth.
..Ignorance is to be unaware of the truth.
....Incompetence is to be unable to grasp the truth.
......And escape is to run away from the truth.
It is useless to run, since the truth is right next to you.

-Wervyn
0

#590 User is offline   Galladin 

  • Threadkiller
  • PipPipPipPipPip
  • Group: Members
  • Posts: 2,267
  • Joined: 08-January 02
  • Gender:Male
  • Location:Finland

Posted 19 August 2008 - 08:27 AM

I myself would be extremely happy to see a mousewheel support...it would make things a lot easier with my main project.
Interactive (F) Fantasies

<Beige> In Finland, they defecate on each other's sleeping areas.
<Beige> It's a cultural sign of respect.
0

#591 User is offline   ajs 

  • carpe diem
  • PipPipPipPipPip
  • Group: Members
  • Posts: 1,614
  • Joined: 21-October 00
  • Gender:Male
  • Location:United Kingdom

Posted 19 August 2008 - 11:20 AM

I've had a look at this in more detail. Whilst it's true that SDL exports the wheel status with the other buttons as a bitmask, I'd forgotten about the MOUSEUP/MOUSEDOWN interaction. With any button, you will get a MOUSEDOWN event and MZX will then update its internal button representation. It'll update it again on MOUSEUP.

The issue is with wheels that they work like one-shot "ticks". It's unlikely that such a "tick" will conveniently occur during a robot's poll of the BUTTONS counter, so the bits are never set. This is unlike the left/right mouse button which people will instinctively "hold" until some action occurs.

So the rest of MZX internally handles this by storing the "last button" pressed (note, this actually is not a mask, and can only represent one button). Since the user will want to detect each "tick" in turn for their game, it really makes more sense to introduce a LAST_BUTTON counter that maps this functionality through to robots. Unfortunately that'll require a world version bump, so unless this feature is very popular I don't think I'll implement it right now.

Another option would be to hack it, and have the fourth/fifth bits of BUTTONS "stick" such that on the first read, if the wheel was ever used since the last poll, the bits would be set, and after the read they would be zeroed explicitly. This would work for wheels and doesn't break compatibility, but I don't like it as much as the SDL documentation explicitly notes that buttons 4 and 5 may not NECESSARILY be mouse wheels. Doing this kind of thing for regular buttons would simply be wrong.

The third and probably best way to handle it would be to leave BUTTONS alone and add a STICKY_BUTTONS counter (or similar) which does the above for ALL buttons. This could be kind of useful for certain engines, I think. Again it would require a version bump.

--ajs.
0

#592 User is offline   RoSS 

  • RIP Fred Friedberg 2004
  • PipPipPipPipPipPip
  • Group: Members
  • Posts: 3,283
  • Joined: 22-October 00
  • Gender:Male
  • Location:Right in front of behind you.

Post icon  Posted 19 August 2008 - 10:45 PM

What you could do is have some sort of MOUSE_WHEEL counter that counts ticks until it's read. +5 would mean the there was five ticks upward since the last read, and -3 would mean there was three ticks down since the last read. Of course, there's the question of if you scrolled it up 5, then down 3 and read it, should it read 2 or -3. Personally, I think the latter makes more sense, but I could see a reasonable argument for the first.

EDIT: Werv, I have no idea what I was smoking when I came up with my solutions XD
-RoSS
<img src="http://ross.box43.net/sig.php/sig.png" border="0" class="linked-sig-image" />
0

#593 User is offline   ajs 

  • carpe diem
  • PipPipPipPipPip
  • Group: Members
  • Posts: 1,614
  • Joined: 21-October 00
  • Gender:Male
  • Location:United Kingdom

Posted 19 August 2008 - 11:05 PM

Think I'm going to go for the "sticky button" counter since SDL can't guarantee that the mouse has a scrollwheel or (therefore) that buttons 4/5 are scroll events. As a result, this feature will be delayed to 2.83.

--ajs.
0

#594 User is offline   Lachesis 

  • the pinnacle of human emotion
  • Group: DigiStaff
  • Posts: 3,949
  • Joined: 17-July 04
  • Gender:Female
  • Location:Sealand

Posted 20 August 2008 - 12:03 PM

Can you make the Delete Board key be further away from the Save Game key? :p

or make it ALT+D or something
"Let's just say I'm a GOOD hacker, AND virus maker. I'm sure you wouldn't like to pay for another PC would you?"

xx̊y (OST) - HELLQUEST (OST) - Zeux I: Labyrinth of Zeux (OST) (DOS OST)
w/ Lancer-X and/or asgromo: Pandora's Gate - Thanatos Insignia - no True(n) - For Elise OST
MegaZeux: Online Help File - Keycode Guide - Joystick Guide - Official GIT Repository
0

#595 User is offline   ajs 

  • carpe diem
  • PipPipPipPipPip
  • Group: Members
  • Posts: 1,614
  • Joined: 21-October 00
  • Gender:Male
  • Location:United Kingdom

Posted 20 August 2008 - 01:47 PM

Pressing D brings up a window "Delete board:" which looks entirely different to the save dialog, and which you can leave with escape. Is this seriously a problem?

--ajs.
0

#596 User is offline   paulguy 

  • No furry sex
  • PipPipPipPipPip
  • Group: Members
  • Posts: 1,548
  • Joined: 14-July 02
  • Gender:Male

Posted 21 August 2008 - 12:08 AM

I think even worse is the ALT+R and ALT+T being so close. I've wiped several boards because of my instant reflex reaction to hit enter at a blue dialog box...


Why-Fi: but I'M MATURE ENOUGH TO BE A MODERATOR!!!!!!!!!!
0

#597 User is offline   Revvy 

  • Jeez guys, there's no need to be narky.
  • PipPipPipPipPipPip
  • Group: Members
  • Posts: 3,520
  • Joined: 05-March 01
  • Gender:Male
  • Location:Ontario, Canada

Posted 21 August 2008 - 06:02 PM

View Postajs, on Aug 20 2008, 08:47 AM, said:

Pressing D brings up a window "Delete board:" which looks entirely different to the save dialog, and which you can leave with escape. Is this seriously a problem?

--ajs.


I can understand why this would be a problem. I've got the S+ENTER+ENTER combo burned into a reflex now, and if I pressed D by accident then I doubt I could stop it in time.
<+AFK> Bringing whisky to my mother is like irrigating a lake.

<+AFK> dormando's apathy is palpable.
* AFK palpates
<dormando> stop that

<Malwyn> undressing with revvy a little over a metre away. new definition of awkward.
0

#598 User is offline   weasel 

  • bleh
  • PipPipPipPipPipPip
  • Group: Members
  • Posts: 7,916
  • Joined: 23-December 00
  • Gender:Male

Posted 21 August 2008 - 08:55 PM

Perhaps the first steps could be taken here to add alternative hotkeys that users would be more used to from other programs - for instance, perhaps Ctrl+S would save the world without the dialog box?
wildweasel
Serious damage to important body parts pretty much ruins any plans you had for living. Bummer.
0

#599 User is offline   astral 

  • 6 pc chicken mcnobody
  • PipPipPip
  • Group: Members
  • Posts: 475
  • Joined: 20-October 01
  • Gender:Male
  • Location:South Carolina

Posted 24 August 2008 - 07:59 PM

View PostRevvy, on Aug 21 2008, 02:02 PM, said:

I can understand why this would be a problem. I've got the S+ENTER+ENTER combo burned into a reflex now, and if I pressed D by accident then I doubt I could stop it in time.


S'what the built in backup feature is for.
i thought you said weast
0

#600 User is offline   StarbladeEnkai 

  • Newbie
  • Pip
  • Group: Members
  • Posts: 33
  • Joined: 18-August 07
  • Gender:Male
  • Location:Monterey

Posted 25 August 2008 - 08:45 PM

Has someone mentioned "copying between vlayer and overlay" yet?
0

Share this topic:


  • (31 Pages)
  • +
  • « First
  • 18
  • 19
  • 20
  • 21
  • 22
  • Last »
  • You cannot start a new topic
  • This topic is locked

1 User(s) are reading this topic
0 members, 1 guests, 0 anonymous users