Hi. This is Ed Maurina (ignore the badge to the left) and this is my feedback.
Oh, before I start, I’m treating this as if it were a released product. In which case, these are my ‘stream of conciousness’ comments…
My #1 input (to me the most important) is Feature Request #3 ’ Allow User-Scripting/Extension Of Editor’.
Bugs
- Drag Placement Not 100% Saved - Occasionally I’ll drag an object and hit ‘play’ button only to see the object position is wrong.
-
Top Bar Corrupts - Sometimes the top-bar gets squeezed together. i.e. The part with
Name:, W:, H: etc. The labels are hidden under the fields on occasion.
General Thoughts
- Keyboard Input - Awesome. Glad you used key mapped editing.
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Re-Sizing Not Allowed - If this were a finished product, I’d definitely expect the editor to be
resizable to the entire screen. I want to use all of my screen-space
when editing. - Quick Positioner - Nice. I like the ability to quickly snap objects to corners, sides, and centers.
Feature Requests
- Hover Tips - All interface elements need hover tips. Ideally, the hover tip would be a short title or blurb and the key-map for that action if it has one.
- Custom Keymapping - Allow users to modify keymapping to suit their own usage.
- Allow User-Scripting/Extension Of Editor - Allow users to write add-on or plugin Lua (or other language) modules to modify default editor behaviors and to add new ones. This will take some of the onus for adding features to the editor off the Corona team. As well, it will allow users to build up a free and paid ‘add-ons’ marketplace for editor features. Let users make their own dog-food.
- Custom Fields - Allow inspector to detect, add, and remove custom fields on all objects. This will go a long ways to meshing game-specific behaviors with the editor.
- User Specified Fields - In addition to #4 above, having the ability to specify allowed values for custom fields would be nice. i.e. Support standard Lua field and an additional field-type where users can script the acceptable values. An example of this in the current implemenation is the ‘Body Type’ field. It only accepts specific values.
- Folder Tree - A folder tree (instead of current method) would be nice.
- Scene Quick Switch - Having the ability to switch between scenes rapidly will greatly improve editing speed for large (multi-scene) projects.
- Group Selection - It would be nice to group select objects and to then be able to move them by a common center and even to group and ungroup them. Subsequent addition of scaling, rotation, and other complex group modifications would also be a plus.
- Alternative Output - Right now the edited scene file is saved as what looks like a JSON encoded table containing the entire scene. This is fine for re-loading in the editor and even for loading in a game. However, providing the option to generate actual Corona code instead would be a great big plus. Yes, I know this is complicated, but hey this is my wish list.
- Zooming - I must be allowed to zoom in and out on objects for micro-positioning, especially if my screen is small.
- Snap-Grid - A fully-adjustable snap grid that supports these features: toggle-on/off, drag snapping with shift-key or other keyboard activator, optional visible overlay with configurable color, and programmable x and y grid size.
- Select All - Yes, sometimes I want to select everything and delete it. Keyboard and menu based of course.
- Context Sensitive Right-Mouse Menu - I’m a 3-button mouse user and I always use context sensitive menus off the right-mouse button.
- Transitions Editor - You’ve got part of the interface already. The group tree at the bottom has many of the same elements you’d want/need to configure time-based transitions.
- Assets Sub-folders - Big projects have lots of assets. I suggest representing one-level of sub-folders as a fold-able set of asset blocks, sort of the way you allow a fold-able area for the object inspector fields. Example here.
- Sprites Editor - I suggest a separate pane for creating, deleting, and editing sprites sort of like this.
Please note, I think that the Torque guys did a pretty fine job putting together the editor for their engine (Torque 2D), but fell down in one place. It was possible to modify the editor, but because they never made the spec official, you couldn’t rely on your own changes being future-compatible.