You should be able to spot the change in that picture. This suggestion isn’t too big of a deal, although it has been on my mind for a while. If I have to keep going back and forth to certain objects in my game’s object library, I think having that button would make things go just a bit faster. Who knows, maybe someone is impatient and is annoyed by constantly clicking “ok” then having to click on the object library again.
- Having notes within the behavior window. In other words:
Yes, some behavior components do have the capability of adding labels above them. Unfortunately, the font is so small and you can only input so many characters before it cuts off. I think having something like this would allow us to more easily identify which behaviors do what, provided someone’s actor is EXTREMELY cluttered with behaviors. (cough Mhx cough) Those black lines? Perhaps they can be separators to organize one’s behaviors. Again, it can be extremely useful if someone has behaviors scattered everywhere.
- Being able to click on an alert through the Behavior window.
One of my level starts off with an alert, and my actors will not activate unless you press the button. Because of this, I cannot actually tell, through the behavior window, if certain triggers are firing or not. That is a problem because I need to tell if any of my triggers are firing. I could simply just remove the label for now, but I have already implemented the “enabled” and “message” components in all of my needed actors. I don’t want to screw anything up and have to go through the process of replacing everything later. I mean, If I am forced to do this, I will.
- Copying and pasting bundles (cloning)
Now, don’t get me wrong, the Behavior Bundle feature is useful (for most people). The only problem I have with Behavior Bundles are that you cannot change it’s contents according to specific objects.
For example, let’s apply “Bundle” to “Object 1” and “Object 2”. I want Object 1 to move with a speed of 5, and I want Object 2 to move with a speed of 6. If I save “Bundle” with a speed of 5, I can finally apply it to Object 1. Now, let’s save ourselves some time and add this bundle to Object 2. But wait, the speed is 5, let’s change it to 6…and that’s where the downfall occurs. The speed is now 6 in Object 1 as well.
If you guys were aiming to have the purpose of bundles as templates, I think copying and pasting will fit that role and do the job. I could clone “Bundle” and name the clone “Bundle 2”, then change the speed in Bundle 2 to 6 and apply it to Object 2. Understand?
Yes, making something move is a simple task and I should not be lazy to the point where I am complaining about adding 3 specific behaviors to an object. Point being, this should be used for actors with more complicated functions, such as an object spawner that includes many exceptions. One may need this spawner for another level, and will be able to save time and edit what they need to.
And I hope that was short enough. Responses?