Author Topic: ARC Community Feedback  (Read 57384 times)

Offline ForeverZer0

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ARC Community Feedback
« on: March 05, 2011, 02:04:55 AM »
ARC Community Feedback


Summary

While the team develops ARC, feedback from the community will be more than welcome, and does not need to be restricted to only those directly involved. I wanted to start this thread to gather some feedback on what is most important to those who will be using the final product. This information will be used by the team to hopefully develop a better product to the end user. Keep in mind that posting an idea in no way at all means that it will be in the engine. This is merely a collaborative

What to Post

  • Constructive ideas to better improve upon features you found lacking in RMXP
  • Editor add-ons or features you would like to see
  • Event commands to implement
  • Any other practical improvement or feature

What NOT to Post

  • Script requests, though this is somewhat of a gray area. The final product will utilize some different scripts than there are now. I only ask that some discretion be used for these requests/ideas, since many systems/scripts are a matter of personal taste, and will not be used by default.
  • Systems that currently exist in RMXP, though ideas on expanding on them are welcome.
  • No additional scripting languages or languages "between" scripts and editors.
  • Ideas that have been posted already
  • Spam
  • For the love of God, do not request 3D graphics, ARC will still be running Ruby.

Submitted Ideas

  • More than three layers for mapping
  • Console debugger built in, with both stdin and stdout, which can display debug messages as well as allow for script calls to be typed in and executed at run-time.
  • Inclusion of .gif file format for simple animations.
  • Built in better encryption, such as DREAM, and but also more importantly better method for the scripts to be encrypted. Definitely do away with anything like the $RGSS_SCRIPTS variable. That just makes it too easy. It will still be possible for data to be read out of the memory, but at least make it substantially more difficult.
  • Help Manual, like RMXP's. Maybe built a little more upon that, altering of course for the obvious changes that will be made in the game structure.
  • Tool tips in the editor and event pages (which can be toggled off) to help beginners learn the basic commands.
  • Built in resource tester
  • Maybe some type of syntax checking in the script editor, or even just automatic placement of "end"s or brackets. Auto indentation is a must.
  • Quick passability tester in the editor
  • Advanced debugger, very much like the CP Debugger
  • Import/Export individual events and maps to/from files.
  • Ability to rotate and tiles by 90ยบ increments while mapping
  • Ability to flip tiles horizontally (mirrored) while mapping
  • Have a "mirror mode" for mapping, which will draw tiles on the opposite side of a user-defined line exactly the same
  • Ability to shift tiles from one layer to another.
  • Can save tileset passability and priority data to file for easy transfer from one preject to another
  • Allow script calls for Color and Tone to be called with hexadecimal notation.
  • Integrated input and mouse control
  • Easier RTP creating built in
  • Maybe some type of pixel-movement built in
  • Possibly better tilemap collision, maybe pixel-based instead of tile.
  • Ability to have multiple maps/tabs open at the same time.
  • Easier methods to move routes for events
  • Allow for map editor, script editor, database, etc. to all be open simultaneously and allow input.
  • Common events for weapons when attacking
  • "Target" variable for Items and Skills common events.
  • Screenshot feature
  • "Note" system like that found in RMVX.
  • Improved script call text boxes
  • Improved message boxes with intelligent line breaking
  • Improved handling of Transitions through events.
  • Increased number of terrain tags.
  • Increased number of self-switches
  • Manual Experience Levels
  • Better Control Over Bush Depth
  • "looping with intro" or "looping markers" for audio files
  • Have "Enemy Killed" trigger in battle activate even on the last enemy
  • Automatic reading of subdirectories of resource folders
  • Bookmarking of events and access to all events in the editor
  • Triggers for when SE has completed playing
« Last Edit: June 29, 2012, 08:29:04 AM by Blizzard »
I am done scripting for RMXP. I will likely not offer support for even my own scripts anymore, but feel free to ask on the forum, there are plenty of other talented scripters that can help you.

Offline G_G

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Re: ARC Community Feedback
« Reply #1 on: March 05, 2011, 02:10:49 AM »
Blizz-ABS should be remade for this. More than 3 mapping layers but I don't think we can have too many to avoid lag issues correct, since we still are using ruby? As for script requests and all, will all scripts be made in ruby? Or will we have a different language to have to type up now.

Offline The Niche

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Re: ARC Community Feedback
« Reply #2 on: March 05, 2011, 02:13:44 AM »
I think I preferred Zer0 Division as a name :L. Remaking BlizzABS? Oof. I'd quite like to see BlizzABS as the dbs though, that'd be epic. As I said before, this'll need it's own rtp.
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Offline AliveDrive

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Re: ARC Community Feedback
« Reply #3 on: March 05, 2011, 02:17:38 AM »
Just go with 4 layers of mapping. You can already achieve excellent maps with 3 layers (+1 from events). I often wish I had a fourth layer, just for the sake of not having to paint with events. It would add convenience.
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Offline ForeverZer0

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Re: ARC Community Feedback
« Reply #4 on: March 05, 2011, 02:23:02 AM »
I think we can find the best of both worlds with the whole layer thing. Allow as many as needed in the editor, but they can be flattened down a bit at when they are saved. This is just an idea, I'm not exactly sure as to how we can accomplish that without saving the actual bitmap of multiple layers merged together. We are not confined to using a linear table to draw the map, but may be able to rethink that to use a jagged array or something. That way we can reduce the number of enumerations required when the map is drawn by not bothering iterating over empty tiles.

Obviously, these are all just brainstorms at the moment without much too much thought into how to do it programatically. At the very least, another layer or two can easily be added using the default drawing method without much performance loss.
I am done scripting for RMXP. I will likely not offer support for even my own scripts anymore, but feel free to ask on the forum, there are plenty of other talented scripters that can help you.

Offline Blizzard

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Re: ARC Community Feedback
« Reply #5 on: March 05, 2011, 02:44:52 AM »
1. ARC is ARC, the engine under the hood is still Zer0 Division (zer0division.dll).

2. You will have up to 9 mapping layers. By default there will be 3, you can change them for every map. Keep in mind that more map layers will mean more lag! Use less layers if possible.

3. Jagged array for this thing is unnecessary. We'll discuss the details later.
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Re: ARC Community Feedback
« Reply #6 on: March 05, 2011, 03:05:38 AM »
I want a cameo appearance in the engine D: Maybe a default RTP character.

Offline ForeverZer0

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Re: ARC Community Feedback
« Reply #7 on: March 07, 2011, 03:44:16 AM »
Some loose ideas of features to include:
  • Console debugger built in, with both stdin and stdout, which can display debug messages as well as allow for script calls to be typed in and executed at run-time.
  • Inclusion of .gif file format for simple animations.
  • Built in better encryption, such as DREAM, and but also more importantly better method for the scripts to be encrypted. Definitely do away with anything like the $RGSS_SCRIPTS variable. That just makes it too easy. It will still be possible for data to be read out of the memory, but at least make it substantially more difficult.
  • Help Manual, like RMXP's. Maybe built a little more upon that, altering of course for the obvious changes that will be made in the game structure.
  • Tool tips in the editor and event pages (which can be toggled off) to help beginners learn the basic commands.
  • Built in resource tester
  • Maybe some type of syntax checking in the script editor, or even just automatic placement of "end"s or brackets. Auto indentation is a must.
I am done scripting for RMXP. I will likely not offer support for even my own scripts anymore, but feel free to ask on the forum, there are plenty of other talented scripters that can help you.

Offline Lore

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Re: ARC Community Feedback
« Reply #8 on: March 07, 2011, 11:42:44 PM »
I think a Quick Map Checker or something like that would be nice. User would just use this feature to make all the tiles in the map appear in a colour coded fashion to quickly see events, passable/impassable tiles, etc just to make sure everything on the map is functioning properly and they didn't accidentally make a tree completely passable. They would just tick a "Main Layer" from all the layers on the map and all the colours of the tiles would correspond to that layer's passability. I personally think that would be a godsend if people are going to use Blizzard's mapping method with the blank impassable tile.
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Offline ForeverZer0

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Re: ARC Community Feedback
« Reply #9 on: March 07, 2011, 11:44:47 PM »
I think something like Blizzard's passability tester would be perfect, but in the editor so you didn't have to manually walk around through each map.
I am done scripting for RMXP. I will likely not offer support for even my own scripts anymore, but feel free to ask on the forum, there are plenty of other talented scripters that can help you.

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Re: ARC Community Feedback
« Reply #10 on: March 07, 2011, 11:49:46 PM »
Yeah, sorry, that's what I meant. It would toggle on and off in the editor and it'd be nice if just by clicking on the tile, you can change the colour of it to make it passable/impassable, put an event there, etc. I think Blizz's Passability Tester would work pretty well indeed.
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Re: ARC Community Feedback
« Reply #11 on: March 08, 2011, 12:14:48 AM »
It's definitely a useful tool so a variant will most probably be included. :) Along with that an advanced debugger like the CP debugger will be included.
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Offline winkio

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Re: ARC Community Feedback
« Reply #12 on: March 08, 2011, 12:21:11 AM »
Import/Export individual events and maps to/from files.

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Re: ARC Community Feedback
« Reply #13 on: March 08, 2011, 12:23:48 AM »
Zer0, you should keep track of the suggestions in the first post so we have all of them in one place.
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Offline G_G

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Re: ARC Community Feedback
« Reply #14 on: March 08, 2011, 12:43:50 AM »
I feel so useless as of right now. >_>

Offline The Niche

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Re: ARC Community Feedback
« Reply #15 on: March 08, 2011, 12:52:45 AM »
Blizzard's resource tester.
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Offline ForeverZer0

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Re: ARC Community Feedback
« Reply #16 on: March 08, 2011, 01:02:01 AM »
Zer0, you should keep track of the suggestions in the first post so we have all of them in one place.

Done. I was going to do just that once we started getting a few more going.  ;)

Very good ideas so far everyone, keep'em coming!
I am done scripting for RMXP. I will likely not offer support for even my own scripts anymore, but feel free to ask on the forum, there are plenty of other talented scripters that can help you.

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Re: ARC Community Feedback
« Reply #17 on: March 08, 2011, 11:32:11 AM »
Another idea. Alive Drive suggested flipping a selection, which I wholly approve of. Also, I'd like to see a symmetry mode, where putting one tile on one side of a user defined line puts it in the same position on the other side of the line.
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Offline ForeverZer0

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Re: ARC Community Feedback
« Reply #18 on: March 08, 2011, 07:17:32 PM »
I'm not sure I understand what you mean. Can you give an example?
I am done scripting for RMXP. I will likely not offer support for even my own scripts anymore, but feel free to ask on the forum, there are plenty of other talented scripters that can help you.

Offline The Niche

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Re: ARC Community Feedback
« Reply #19 on: March 08, 2011, 08:39:59 PM »
Diagram


|
The above line is the line of symmetry.

Now if I were to put tile * two squares left of the line of symmetry like so:

*  |   

The following would happen:

*  |  *

In other words, the same tile is placed two squares right of the line.
Level me down, I'm trying to become the anti-blizz!
Ah, excellent.  You liked my amusing sideshow, yes?  I'm just a simple fool, my wit entertains the wise, and my wisdom fools the fools.

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I'm like the bible, widely hated and beautifully quotable.

Dropbox is this way, not any other way!