Posted by Christopher B. Matthews 209.167.40.2 using Mozilla/5.0 (Windows; N; WinNT4.0; en-US; m14) Netscape6/6.0b1 on April 10, 2000 at 11:17:37:
In Reply to: A few, uhh.. thousand suggestions.. =) posted by Triuken on April 10, 2000 at 09:46:45:
: : RPGCode Commands: : 1). #GetMouseClick(x!,y!) -***- The windows event model almost certainly will not allow this. Getting #Get to work under windows required some hairy code! : I don't know why anyone would want this. But maybe I'll try. : 6). #GetMsClkDepress(x!,y!) -*- blahh : 7). #DrawCirc(x!,y!,rad!) -**- : 8). #FillCirc(x!,y!,rad!) -**- : 9). #Curve(x!,y!,x2!,y2!,degrees!) -*- do you mean arc? : 10). #Fill(x!,y!) -**- This would be bloody slow *definitely* needed. I indended to do this one awhile ago : 12). #ScrnBufferArea(x!,y!,x2!,y2!,var$) -**- Same as above : 13). #SetPic(filename$,slot!,x!,y!,width!,height!,transR!,transG!,transB!) -****- -probably not possible. once a picture is on the screen, the toolkit is no longer concerned wth it. it doesn't keep track of what was underneath it. : 15). Cos, Tan, Sin, and other Mathematical Commands. -*- -yes, definitely useful : 16). #GetColor(x!,y!,r!,g!,b!) -****- -again, definitely will be in next release as the visual editor requires it. : 17). #CopyText("Text with -don't know why you'd ever want this, but I can try : 18). Internal Array Support would be nice... =) -*- : -Run the game in optimal resolution. They look fine. : 20). Font Editor; Increase the Editing Size from 8.. (user chooses 8-20..) -**- -Probably won't be done, to save memory overhead. : 21). More Runtime Keys; Maybe like 5 or so.. =) -**- -again, definitely needed. : 22). Copying and Pasting in Tile Editor (to and from other graphical Editors) -*- -copying and pasting should be included at least internally. I don't know about external gfx, though : 23). Increase Max Variables.. -*- -isn't 8000 enough? I've never run across anyone who's run out of variables. : Okay.. thats all for now.. *whip cracking* Get to work!! jk..lol.. =) : Thanx Chris, : -Triuken
: Okay, after spending a full fifteen minutes thinking about what could increase the already astounding power of the RPGTK, i have compiled a relatively small list of commands and such that I would love to see in the TK's future. Most of these will probably be looked over, so I put an "importance" rating (* - *****)..
: Used the same way as #Get, but for #MouseClick. *IF* the user clicks, it is recorded in x! and y!, but if not, they are stored as "" (empty variable).
: 2). #GetMouseMove(x!,y!) -***-
: (see above)
Same reason as above.
: 3). #RightClick(x!,y!) -*-
: Not important, but could prove useful in some cases, such as an RPGCode app..
I guess this could be implemented.
: 4). #GetRightClick(x!,y!) -*-
: Even less important, but could also be used in an RPGCode App..
Again, the event model problem
: 5). #MouseClickDepress(x!,y!) -*-
: Probably will never be implemented, but i will mention it anyway... =)
: This is when a user LETS GO of a key.. useful for drag-and-drop type programs..
: Yep, yet ANOTHER request for a #Get command.. this COULD be useful.. but most-likely will be looked over..
: I have always loved the internal Drawing commands of the TK.. yet they are never improved.. how about a circle for instance? If done with #SetPixel, it would look, well, slow and crappy.. =)
: rad!=radius, of course.. =)
definitely will be in the next release
definitely in next release
: I'm not sure if that is the correct syntax, but a curve could produce some cool looking moves.. all out laser attacks, whatever.. =)
: Does a "Fill" at the specified location. I think this could be fairly useful, but then again..
: 11). #ScrnBuffer(var$) -**-
: Places the entire Window into the Screen Buffer at the designated var$..
: Places the selected area into the buffer at var$.
: VERY important command. The first part is similiar to the #SetButton command..
: filename$ = The filename of the pic.. BMP, GIF, JPG, etc.. *OR* you can use the variable of the Screen Buffer! So you can place the ScreenBuffer at the specified Location..
: slot!,x!,y!,width!,height! = duh.. *cough*
: transR!,transG!,transB! = THIS is the most important part. This would enable "transparencies" in a pic.. so if you selected..
: #SetPic(BunniesandCider.Gif,1,10,10,100,100,255,255,255)
: all the full white in the pic (255,255,255) will be transparent. VERY useful.. especially for BattleSytems..
-will definitely be in next release (the visual editor for the registered version will need it in order to work!)
: 14). #DelPic(slot!) -****-
: Just as important as the #SetPic Command.. it deletes the Pic (placed with #SetPic) in the current slot.
: Not too important, but could help...
: On the top of my "RPGCode Wish List".. heheh.. =)
: This would get the color at x!,y! and place it into the selected RGB variables. What Exactly is this good for? ALOT.
: If anybody here has experience programming Adobe Photoshop Filters (such as Lens Flare, etc.) you would know why. This could produce RPGCode GRAPHICAL FILTERS!! So, with some concentration, special moves could have 3D effects, like fully rendered flames bursting from a dragons open jaw.. just an example, of course.. it is very useful when combined with the "#ScrnBuffer" command, to create WebApplet-like animations.. THIS IS MY MOST AWAITED COMMAND.. at least consider it.. =)
: Copies the Chosen text into the Clipboard.. so it can be pasted into other Windows Programs.. such as NotePad.. with variable support, enclosed in brackets "<" ">", like in the #MWin Command..
-I definitely agree. But there's the problem of existing vars out there that look like arrays but aren't (ie Frap[health]!) But I *do* have some ideas on how to get around this.
: 19). Pixels Placed with #PutPixel are sorta big and lumpy.. cant create much detail with it.. is it possible to make them smaller? Better Graphics could be made.. not that important.. -**-
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