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View Code? Open in Web Editor NEWCollection of open source Stencyl extensions.
License: MIT License
Collection of open source Stencyl extensions.
License: MIT License
Create a tag that runs arbitrary code.
Let users create and define their own text effects in the same way they can create and define their own window tweens.
For example, you could have multiple sine tweens with different values.
ex: for each Character
We have a dark theme. Provide a light theme.
For Data Structures at least, allow custom themes.
Allow translated variants of a dialog chunk.
RTL support for displaying Arabic text, and conditional-form characters.
If this is required editor-side as well, tag aliasing will probably be desired to replace LTR English dialog tags with RTL equivalents.
Potential GUI additions:
An extension manager that can detect when updated are ready for installed extensions.
Simply put, the standard linear tween doesn't look very good for anything other than fading.
User should be able to pick tweens like normal/back/bounce/strong in/out/inout
Allow arbitrary editors to be set based on file extension? (Except right now it works off of detected mime type)
Multiple editors per type
ds-samplestructure-get-field
ds-samplestructure-set-field
setter has one field, getter returns one object.
Transformers are also supplied:
Ex: Insets object
set insets for window to [insets]
get insets for window
set insets for window to [(top, bottom, left, right)]
top of [get insets for window]
e.g.
<getattr [sceneevt _AttributeName]>
<getattr [actorevt "Actor Name" _AttributeName]>
Create a set of tags to work with freeform haxe code.
<msgcode Classname functionName [arguments]>
When extension dashboard component opened and the Engine part isn't enabled, provide an enable button. If it's not found, provide a download button.
Based on UI links, or based on position if certain rules are followed (Next to each other in a MetroidVania layout), make transitions between scenes automatic.
Create a Map data type with two generic types, key and value.
Right now, this would be useful for:
Ex: [1: Attribute/Condition]โ[2:A,B,C,D,E]
Creates a grid/list of elements, and each one has a cycle button or dropdown next to them to assign some property to them
Same way Set does, allow some specific dataset as the source.
Then have a second set of data for the allowed values for each item in the source.
Bring together any number of structures with the same definition to be edited in an excel-like manner.
Use a Java table or something, display every value by its toString (or toDisplayString is that's still a thing). Make it a joy to edit.
Game is opened with dialog info (and perhaps dialog extension) but no structures extension, is dialog info wiped upon save?
What happens when you open the game and the structures extension tries to load dialog info if the dialog extension isn't enabled?
Create a line element that can be attached to two scenes.
This is already supported in the code, but not with the exposed Design Mode blocks.
There's no way to go back except close and reopen the game without saving right now.
Have an import image button next to an image selector.
Also let an image be chosen in a different way:
Allow a global dialog lookup.
Maybe have a filtered tree above the normal one to show results in.
Any editor that's just a selector for resources with their own editors should have controls near them to create a new item or edit the selected one.
There are many different ways for Stencyl users to visually display things, but none really work for designing persisting GUIs.
We currently have two general methods for interface building:
The idea for this extension is to allow all of these elements to be combined with immediate visual feedback, and for the result to be accessible from any scene.
How exactly it would work, I'm not quite sure. This would be getting fairly close to the level of a live preview of the game itself, but it can also be done by re-implementing each of the possible ways of displaying elements in a Java-based preview.
Flow scripts, skip scripts, and options need to be looked at.
If we relied on the extras manager extension, this would be extremely easy. Just start a HierarchyModel on a SysFolder, and you'll hear about all changes.
Extension dependency seems to cause issues though, so it might be better if we can pull the filesystem polling and SysFolder/SysFile aspects into the common code. Then it's more accessible to Scene Link and Paint as well.
Allow structures to be saved/loaded in-game.
Maybe set certain fields not to save/load.
Especially text. And center both text and images.
Allow structures for which only one instance exists.
Fields can be added to them and the value of those fields can be set all at once.
Slide characters in from user-defined coordinates
Allow DnD between components
Fade characters in from a user-defined opacity.
Allow tags to be aliased. Make certain tags much shorter.
<blue> == <color 0x0000ff>
<fast> == <typespeed 0.01>
<scene "Scene Name"> == <msgscene "Scene Switcher" switchScene "Scene Name">
Allow deleted items to be brought back.
Cache thumbnails in a file, don't keep all large thumbnails in memory, only when the page with that thumbnail is open.
Generate and cache thumbnails, use png with metadata? Or binary data. Make sure this is hidden. Store it somewhere else than the folder?
File changed, created, deleted, marks thumbnail cache as dirty
Instantly open folders, read in thumbnails in another thread, cancel it if the folder is left
Keep a low priority background thread running that keeps thumbnails refreshed?
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