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This repository was moved to GitLab: https://gitlab.com/solarus-games/solarus-quest-editor
License: Other
Open the testing quest of Solarus and unfold the sounds folder: scrolling the quest tree becomes very slow and the sounds folder refuses to collapse.
Is is easy to get wrong and for example compile the editor from the 1.4 editor with Solarus 1.5 headers.
The editor source code should know its own version and there should be a compilation error if it does not matches the version of Solarus headers.
Also, this would allow the editor and Solarus to have independent bugfix releases.
When a map editor is open, there should be a button and/or a keyboard shortcut to switch to the script editor of the map.
It would be nice to allow the user to import resources (musics, sounds, sprites, tilesets, maps…) from another quest.
We could make a dialog that lets the user select which resources will be imported.
For now, the only way to import resources from another quest is to copy files and then add them to the project from the quest tree. (Note: this is better as before 1.4 where the merge had to be done in project_db.dat manually.)
Feature request from ZoriaRPG:
Add a PNG resource file, for use with sprites/tiles, from inside the Solarus editor.
Place a button 'add' in the sprites editors, select a file from anywhere on the local volume. Then, Solarus copies it into the required directory, and assigns it a name matching the resource ID a user provides.
That would be simpler than manually going to the resource directory, copying, renaming it, and ensuring that it matches.
QSignalBlocker is used in several places. Either the dependency on Qt in the compilation instructions should be bumped to 5.3, or some kind of fallback should be provided.
N.B. After removing all references to QSignalBlocker I was able to compile with Qt 5.2. The editor even starts and I can click on things.
Bug report from @wrightmat
In the find dialog, the default button should be "Find" and not "Cancel" - that way when you hit enter it shows results instead of closing the dialog.
This feature was the Solarus Quest Editor 1.3 but disappeared in 1.4.
It helps the user by indicating where a tile comes from.
When creating menu scripts, instead of throwing an error message, you could automagically add the extension, like in map/tile/whatever else creation.
The size of the tabulator is not customizable and the default one is too big (10 whitespaces)
If we do several changes on the world
field, and that we undo these changes, we cannot return to the last state.
Example :
world
(change focus to apply the action)world2
(change focus to apply the action)and you cannot return to the state world2
.
When loading a project in the same window where an other project has been open before the files (e.g. maps, sprites etc.) of the old project aren't closed, causing some confusion whether the new project was successfully opened.
The zoom in the map editor ignore the mouse position.
From @Renkineko:
Sometimes, you don't really remember what is the name of the music you search, or what is the correct sound effect for something. Be able to play musics and sounds directly in editor could be a little time saver than open files in a media player, find the correct one and go back to the editor to select it.
in 1.4.2, if you press R to resize while having nothing selected at all, the editor crashes.
ADDENDUM (may be useless) : Also crashes when resizing while placing pasted elements.
Run ZSDX from the editor, open the world map pause screen and try to scroll the minimap vertically: the scrolling slows down after a small delay. This is because of wrong SDL_KEYUP events received when the game is run from the editor.
For now, quest properties have to be edited by hand in the quest.dat file. We need a GUI for this.
When i try to copy/paste multiple tiles that include a dynamic tile it will either not work(disappear when i try to place it) or make solarus crash.
Solarus 1.4
Il est possible de donner aux entités n'importe quelle taille multiple de 8 (mais supérieur à celle du pattern) alors qu'on devrait (je pense) pouvoir ne donner qu'une taille qui soit multiple de celle du pattern.
Je ne sais pas si ce bug concerne également le moteur, mais de son coté il n'indique aucune erreur mais n'affiche pas le tile tel qu'il est dans l'éditeur. Par exemple pour un tile de 32px de hauteur, si je lui donne une hauteur de 40px le moteur affichera ce tile sur 64px de hauteur (pareil pour les collisions).
The window title should say for instance Solarus Quest Editor 1.4 after the quest name.
In any editors, shortcuts Ctrl+Z
and Shift+Ctrl+Z
allow to undo and redo, but if a field is focused (like a SpinBox or a LineEdit) it doesn't work.
When all frames of a sprite have the exact same size and are aligned, the initial grid size could be automatically set to that size.
This is the case of most sprites.
From rekcah1986:
I think it's an useful advice.
Bug report from @Tjompalompa:
Right clicking on an empty space doesnt bring up a menu.
Solarus 1.4
When the user creates a new map, item, enemy or custom entity, the initial script could have usual content with helpful comments rather than being empty.
From @wrightmat:
In the map editor, it would be helpful to have a show/hide toggle for obstacles (for the hero) vs. non-obstacles, especially with tiles (like we have for layers and such). Normally you can't tell which tiles are obstacles without going to the tileset editor and looking at each tile.
Also changing the way the editor toggles these show/hide options could make room for more. I'd recommend adding a "View" menu with check/uncheck options for each of the types we have now and may add in the future. Then they can be taken off the toolbar entirely or limited to a few of the most popular ones (but more would be available to the user).
This was a feature of Solarus Quest Editor 1.3 and no longer works in 1.4.
Bug report from Zaidyer:
You can hold left-click and drag to create a rectangle. Anything inside the rectangle is then selected. This is useful for working with groups of tiles that form a single object such as trees, mountains, dungeon door frames, and so on.
But if you left-click on a tile that already exists (whether it's from the tile window or the map window) it will not let you create a selection rectangle. There needs to be some kind of keystroke that will invoke the rectangle no matter what.
The editor does not allow to move a tile on a position which covers the current position of this tile.
From @Renkineko:
When you want to copy some parts of a map from a quest to another, for now you can't just copy from one editor and paste to the other, you have to import the map on your project, copy what you need and delete the map from the project... A little heavy.
Like the "refresh tileset" button of the map editor, a "refresh image" button would be useful in the sprite editor.
When you make a sprite, you draw the PNG image in a separate image editor and want to check the result in the sprite editor (show the result in the sprite previewer). Every time you change something in the PNG image, you have to close the sprite, reopen it and reopen the animation and direction to see the change.
Implement a find and replace feature in the script editor.
Bug report from @Tjompalompa
Changing the size of a map doesnt take effect until i change the tileset.
Also, when changing the size of a map so that it is too big for all of it to be seen, no scrollbar will appear.
Solarus 1.4
It would be nice if the documentation was directly avaialble in the editor.
Bug report from linky:
http://forum.solarus-games.org/index.php/topic,253.msg843.html#msg843
Hello,
I'm trying the new editor 1.42 that is really nice and a big improvement to the previous one.
I believe there is a little bug with door item at least on my configuration. When you use contextmenu to change its direction (ie left to right), the door's icon is not updated immediatly. To make it change to the new direction you have chosen you have to go in its property pannel by double clicking on this door icon, where you can see that the new direction has really been changed but not visualy applied, and then make ok. This makes the door icon takes the good direction.
Open a new quest: the sounds folder contains a lot of resources declared in the quest but missing on the filesystem. The folder is slow to expand.
Example : G as Grid (using 1.4.2 so it may have been already done)
It would be great to have a settings window for the editor.
Settings are useful for all editors, here are some example of setting :
Maybe that the editor can use PHYSFS to store settings in the user directory (.solarus-quest-editor
per example) like the engine.
Now, for the format of the settings file, I don't know if it is better to use Lua or XML.
Even with a zoom of 400%, the mouse positiion has to be very precise or you will select existing patterns instead of drawing a rectangle for a new one. This was easier in the old editor.
The last line of a dialog is not displayed when running the game. I'm currently inserting an empty line at the end of each message as a workaround.
When creating dialogs, if you create an empty string and try to compare it with another language, the editor crashes, and you can not access that file anymore until manually adding text for that particular id -or removing it-.
We need a new icon for the quest editor.
For now, the icon used is the same as the engine, so when both are open you cannot distinguish them.
https://github.com/christopho/solarus-quest-editor/blob/master/resources/images/icon_solarus_200.png
When several entities are selected, the selection gets lost when undoing bring to front or bring to back.
Numpad Enter should work exactly like the regular Enter key (and did so in the Java editor). It currently does nothing that I can tell.
Display the direction of custom entities in the status bar.
The grid size is always 16x16. This is probably always good for the tileset editor and the map editor, but the sprite editor needs more choices.
If we put an empty string on the write directory field, the undo action doesn't work.
The bug is due to the write directory
which cannot be empty (see the set_write_dir).
The status bar of the map view currently shows mouse coordinates. When a single entity is selected, it would be nice to show information about it like its name and type.
When creating an animation, the old way of adding directions no longer works. Pressing the plus sign just creates a new animation instead of asking if you want a new animation or direction.
In the editor < 1.4, when you create or move a pattern in an already occupied place, the rectangle became red instead of yellow. This was useful to indicate to the user if the action is possible or not.
In Solarus Quest Editor 1.4.2 the rectangle stays yellow.
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