tzachshabtay / monoags Goto Github PK
View Code? Open in Web Editor NEWAGS (Adventure Game Studio) reimagined in Mono
Home Page: https://tzachshabtay.github.io/MonoAGS/
License: Artistic License 2.0
AGS (Adventure Game Studio) reimagined in Mono
Home Page: https://tzachshabtay.github.io/MonoAGS/
License: Artistic License 2.0
Possibly using WebM (VP8 and/or VP9).
Probably using FFMPEG, which will also allow us to support a lot of audio types.
https://github.com/leandromoreira/ffmpeg-libav-tutorial
https://github.com/Ruslan-B/FFmpeg.AutoGen
https://github.com/AydinAdn/MediaToolkit
Add ability to use border images for objects (inspired from css, see here: https://css-tricks.com/almanac/properties/b/border-image/).
This will replace the 8 border images used by AGS for displaying message boxes.
Added support for custom properties to objects, rooms and the game (equivalent to global variables in AGS).
Label scaling (and flipping) is ignored since the label renderer doesn't currently support it (see todo in SpriteTests).
Allow recording/editing speech while playing the game, and as a standalone UI.
Current asynchronous asset loading code is broken.
The problem is that OpenGL bits need to be called from the UI thread, so the asynchronous code needs to be smarter.
Refactor area and various area features (walkable, walk-behinds, etc) into components.
Add documentation to all of the API methods and interfaces.
Tool to use (used by dot net to document itself, so should be a perfect fit):
http://dotnet.github.io/docfx/
Add possible input scheme(s) for touch devices.
Characters should not be able to walk into solid objects.
Currently used shaders (per screen and object) should be saved and loaded when saving/loading games.
This should give better results for alpha blending.
See here (https://github.com/mattdesl/lwjgl-basics/wiki/FrameBufferObjects) for an example on sliders.
Support debug drawing of the character walking path.
The "Previous Room" property is not saved and loaded.
Consider using i18n
Splitting the factory will give more control for developers wanting to change functionality.
Components added to objects from the code are not saved/loaded.
AGS equivalent: drawing surface
To minimize the passes to OpenGL, we need to group the sprite arrays into an array of arrays (element array). Each shader change (or some max size) will start a new batch.
Also see here.
Use protobuf.net to support load/save (and restart).
Create base projects for editor.
Core will have all the basic features so that we'll be able to have different plugins for it in the future (MonoDevelop/Xamarin + Visual Studio) and maybe also have it as a standalone.
The MonoDevelop/Xamarin plugin project will use Core to interact with the IDE.
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