Quote from: Blizzard on February 06, 2011, 05:16:25 am
It's still a bit weird how it works. I'm used to direct OpenGL/DirectX processing and drawing of polygons so this seemed kind of a performance eater to me.
@Ryex: On that note, why don't you look at
pyglet? It's based on OpenGL, and should be a faster. But I guess it's too late for that now, considering you've done a lot already. Still, thought I had to mention it.
EDIT: Just took an hour to read through the entire topic. I see switching to pyglet at this point might not be a good idea, sorry ^_^'
I have an idea to contribute.
Issue Title: Custom Event Commands
Description: Let's say I want to make a door event. I have to do the following:
@> Set Move Route (door): <change sprites to animate event>
@> Set Move Route (player): Move towards the door event (in either of 4 directions)
@> Wait For Move Completion
@> Teleport
Suggestion: If I could group some event commands into "Custom Events", it would make my life easier. In the above case, I would group the first 3 commands into the custom event "Open Door" and the result would be:
@> Custom Event (Open Door)
@> Teleport
Also, it would be great if custom events had customizable number of arguments. Something along the lines of:
Add Parameter... -> Type out name of parameter
Each custom event needs to have a list of parameters. The parameters need not even be drop-down lists or anything complex, just text boxes will do. You will have to find a way to transport these parameters to the event commands contained by the custom command. Something like the $1, $2, etc. in regular expressions.
EDIT 2: Wait, common events already do the grouping thing (thanks SRK for reminding me), but passing parameters qualifies as a new new feature, I guess