Saturday, March 29, 2014

LIME Status Report (03/29/2014)

It was a rough week for finding time to work on this project.  I only managed to squeeze out a few short hours to devote to LIME 4, so the list of accomplishments is brief.  Important, but brief.

The only major additions remaining, aside from the other map modes, all involve adding actors to a map.  That will be next week's priority.  After that, it's just bug fixes, optimizations, and the isometric modes.

Those buttons to the right of the tile palette scroll the palette up and down.
Is it obvious enough?


Accomplishments
  • The tile palette now scrolls in response to the up and down arrow keys as well as its own pair of buttons.
  • Tried a minor optimization to the tile palette render which seems to have saved me a few frames per second.
  • Corrected a mouse mapping problem on the tile palette.  I think so, anyway.  It requires more testing to be sure.

Known Issues
  • Functionality Issues
    • The New Map dialog creates the map files in the app root rather than the data directory.
    • Full-screen mode quit working as soon as I started porting functionality from MHF 2 to MHF 3.  Gotta find out why.
  • Usability Issues
    • If the layer currently being edited is hidden, the view panel gets out of sync with the edit panel.
    • The buttons on the New Map screen's cycle controls are occasionally unresponsive.
    • The tile map view's anchor space doesn't always scale correctly when resizing the editor pane.  I've had trouble reproducing this on command, but it happens occasionally.
  • Performance Issues
    • When the tile ID view option is turned on for large tile sets, the frame rate drops sharply to the point of being unusable.
  • Supportability Issues
    • The Android platform layer doesn't yet have the ability to rotate the captions for the slide-out tabs or dynamically resize a graphics canvas.  Currently a low priority since this tool is intended to be used on a developer's PC, but something that needs to be addressed eventually.
Next Steps
  • High Priority:
    • Add the actor list to the tile map view classes.
    • Add "Actor Mode" to the palette window.
    • Add an actor toggle to the view panel.
  • Medium Priority:
    • Fix the dependency between the view panel and the edit panel.
    • Automatically populate the tile set selector on the New Map dialog.
    • Make the New Map dialog save map files to the right location.
    • Implement isometric modes.
    • Improve performance of tile ID renders.
  • Low Priority:
    • Fix full-screen exclusive mode for the PC platform.
    • Update and test WallTileTransformer.
    • Do more testing on FloorTileTransformer to make sure the vertices are right.

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