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License: MIT License
Add an optional transparent mask color (ie. Magenta becomes transparent)
Make a tool for selecting a single picture from a file with many different pictures in it.
Some objects like spawn points and event trigger zones should be invisible in the game, but visible in the editor.
There are too many different complex widgets being created and hacked together by the PropertyEditor at this point. Simple editor widgets for lists, colors, points, etc need to be made in order to keep the property editor simple.
Game Objects should be able to be destroyed by triggers (eg. some projectiles should be destroyed on contact, some things should be destroyed after a period of time)
Add an Input component that translates user input into object events. It should be able to host any number of input-trigger mappings all of which will include:
-The trigger key
-The trigger name
-Whether it is a local (goes to object), or global (goes to game core) trigger.
Make a way in the UI for objects to be quickly re-sized, and colored.
Make an animation component that will trigger animation based on time intervals.
Make the animation triggered by events.
Support multiple animations.
Make an application start screen where the user can choose to play a game, or edit/create a game.
Enable multiple levels and travelling between them via spawn/exit points. Also, games must then be saved with multiple scenes/levels.
Add an object creation wizard that will guide the user through the steps of making an object. Information should be provided along the way that will assist the user in understanding the way objects are made so that they will be more comfortable using the object's direct editing facilities.
As part of this process, components will need to be expanded in order to provide helpful information that will be used by the wizard.
The View menu will:
-allow any of the editor dock widgets to be set to visible or invisible.
-allow the in-game screen size to be shown in the editor
-allow zooming
Create a system to manage the files of the pictures, audio, game objects, games, etc.
Create a UI solution for using this system to save and load these files.
Create a way of importing files into the game's file system.
Make errors caused by missing files immediately resolvable by locating those files.
Contact Component needs to have its old functionality implemented somehow with the new cause-effect system.
Cover development environment setup details for windows.
Mention any coding standards.
When a physics component is created, have it use its parent's image as a guide for the bounding polygon instead of just having a square. A maximum number of points/sides should be able to be specified so that objects with zig-zaggy transparency can have their shapes approximated.
Make a sound recorder so that audio files can be quickly created in the game.
Make the games have a specific screen resolution that must be observed during play mode. It will be selected from a list in the level editor. Window re-sizing in game mode will be limited to resolution dimension factors.
The trigger system is robust, but hard to use and bad performance-wise.
Performance should be improved by having components interact directly with each other rather than having arbitrary broadcasting.
Usability should be improved by having a highly graphical, drag and drop type of system for specifying interaction between components. This would work alongside the property editing of the components, not as part of it.
All of the current capabilities of the system should be retained.
When the resize box is clicked but not dragged, the game object disappears. This is BAD
Include editing for enums on components.
Switch to a model/view setup.
Make it pretty.
Allow internal direct property edits with the cause-effect system.
Give a brief overview of how the system is setup.
Go through the steps of making a simple game using all of the features available (include screenshots).
Make a simple paint program for quickly making and editing png images to use in the game
Change the trigger system to be more user friendly and sensible in design.
-triggers are selected in an editable combobox where all active triggers are listed
-the property edit widget also has a checkbox to make it a property edit trigger whereby it will change from a editable combobox to several comboboxes where the component, property, edit type, and edit value must be specified
Property edit triggers will have the following format:
"" "" "" "<edit type (int/enum)>" ""
Change physics controller component to:
-react to triggers in order to perform physics operations on physics components
-send a variety of triggers in order to alert the object of its current physics status (eg. movement, currently contacted objects, orientation based on most recent movement, )
Have the game objects and animation components make a list of pixmaps so that they do not need to reload them all the time. Also, svg files will be converted to pixmaps based on the given scale when the cache is created.
Make a component that spawns new game objects.
It should:
-spawn by time intervals
-spawn by triggers
-provide a spawn offset from the game object that it is on
It should allow:
-logging edits
-undoing edits
Music and sound effects!
Add a game object file view that will allow game objects to be dragged and dropped from the view and into the level. It will also have a "Save Selected Object As..." button for saving objects that are in the view.
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