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Author Topic: Feature Priorities?  (Read 13576 times)
Offline (Male) RetroX
Posted on: December 06, 2008, 11:01:54 am

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Basically, I was curious - which functions are going to be implemented first?  I'd think the more vital ones, such as sounds and some more drawing functions would be more appropriate.

I mean, there's no point in trying to struggle with some simple functions that are hardly used first.

Here's just a little "priority" list that I made based on the incomplete functions page, and I'd like to ask how accurate you think it is:
- Finish "Computing Things" functions (including those max/min functions)
- "Using DLLs" functions
- "Moving Around" functions (Colligma)
- "Collision Checking" functions (Colligma)
- "Instances" functions
- "Drawing Sprites and Backgrounds" functions
- "Drawing Surfaces" functions
- "Basic Sound Functions" functions
- "Pop-up Messages and Questions" functions (these should probably have an option to be a normal window as opposed to just Game Maker's stylized ones)
- "Fonts and Text" functions
- "Advanced Drawing Functions" functions
- "Deactivating Instances" functions
- "Rooms" functions
- "Generating Events" functions
- "User Interaction" functions
- "Data Structures" functions
- "Miscellaneous Variables and Functions" functions
- "Repainting the Screen" functions
- "Drawing Shapes" functions
- "Files, Registry and Executing Programs" functions
- "The Display" functions
- "The Window" functions
- "Motion Planning" functions
- "Splash Screens" functions
- "Highscore List" functions
- "Sound Effects" functions
- "Creating Particles" functions
- "3D Sound" functions
- "Paths" functions
- "Tiles" functions
- "CD Music" functions
- "Multiplayer Games" functions
- "3D Graphics" functions

Note: "Resources" and "Changing Resources" functions should be implemented when they have functions made to use them.

So, is this a good idea?  I think that these function groups are labeled by importance of getting implemented, and probably the ones on the top should be implemented first.
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Offline (Male) Rusky
Reply #1 Posted on: December 06, 2008, 03:22:40 pm

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sounds about right, a few pieces of each one could be moved up and down though, and computing things might not be the number 1 spot if I made the list, but otherwise good.
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Offline (Male) RetroX
Reply #2 Posted on: December 06, 2008, 04:59:45 pm

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I put it at the top because it seemed like the easiest, and it's probably best to get it over with before it gets forgotten.
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Offline (Unknown gender) death-droid
Reply #3 Posted on: December 07, 2008, 01:06:20 am
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You should throw xml handling on the list :D
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Offline (Male) RetroX
Reply #4 Posted on: December 07, 2008, 01:14:43 pm

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That's called xml.dll.

Although if you can handle XML, you can handle SVG, and that's always fun.
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Offline (Unknown gender) score_under
Reply #5 Posted on: December 08, 2008, 06:54:23 am

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Although if you can handle XML, you can handle SVG, and that's always fun.
Sexiness in a tiny XML-based package XD
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Offline (Unknown gender) death-droid
Reply #6 Posted on: December 08, 2008, 11:53:15 pm
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That's called xml.dll.

Although if you can handle XML, you can handle SVG, and that's always fun.

Lol
I don't think you know what xml is....
Also you don't use dll's to handle .xml files.
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Offline (Male) RetroX
Reply #7 Posted on: December 09, 2008, 08:09:46 pm

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I don't think you know what xml is....
I made this for someone a while back.  Yes, I do know what XML is.  And if you ever try opening an SVG file in notepad, it's XML.

And no, you don't need a DLL to use XML, but it's way easier to do so.
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Offline (Unknown gender) death-droid
Reply #8 Posted on: December 10, 2008, 03:35:36 am
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I don't think you know what xml is....
I made this for someone a while back.  Yes, I do know what XML is.  And if you ever try opening an SVG file in notepad, it's XML.

And no, you don't need a DLL to use XML, but it's way easier to do so.

Yeah but since this is compiling in the long run it is easier to build it into the engine.
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Offline (Male) RetroX
Reply #9 Posted on: December 10, 2008, 03:48:34 pm

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Then use raw C++.  It's not that hard if you know the right functions.
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Offline (Unknown gender) death-droid
Reply #10 Posted on: December 12, 2008, 04:00:38 am
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Building it straight into the ide make it a lot simpler then going off and using dll's or writing it up in the cpp{}

tag

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