Thank you for the excellent comments Kim, I really appreciate it.
I've updated some of these things today, which you are welcome to re-test if you want.
Now, let's see, which are they? Let me quote your bullet points in order:
Kim wrote:[*]The "Dialogue" group shows 3 entries, but they are shown as 1 conservation when selecting "mikhail_default"
[*]Selecting "mikhail_andor1" or "mikhail_tasks" only show the reply and not the question you ask. Seems confusing, as a conservation requires 2 parties.
The reason for this is that the data structure for storing dialogue is a single list of objects called "phrases". Each phrase contains the text that the NPC says and the possible replies the player can choose from. Each reply can lead to a different phrase, and the phrases have no other connection to each other apart from the reply connections. When you select a phrase from the leftmost accordion navigation, the editor finds all phrases that are connected to it through replies and builds a tree from that.
Anyway, I would argue that this is a feature and not a bug
This way, you can view part of a conversation in the tree without having to deal with the whole conversation tree.
Kim wrote:[*]The text in the conservation flow tree should be truncated and the node intention could be smaller
Good point. Changed from 16px to 8px.
Kim wrote:[*]"Next phrase ID" should default to current prefix, eg. "mikhail_"
It actually already does. If you leave the field empty, the editor will generate an id for you using the same prefix. I now added a short text about this in the tooltip for the button.
Kim wrote:[*]How do you add mutliple replies? Like to say "Thank you" followed by "Can you do X for me?" in two bubbles and then have a player reply
If you mean double replies as in something the player says, without the NPC saying anything in between - this is not something the game supports (yet). I haven't seen any need for that yet, since we could just instead add a NPC phrase in between saying something along the lines of "Please continue" or "I see", thus allowing the player to continue with the next reply.
But if you mean multiple statements that the NPC can say, then this is most definietly something that is supported right now. In v0.6.8 this was modified so that the player just gets a "Next" button without having to select a reply. These kind of NPC statements are done by selecting the checkbox "Phrase leads directly to another phrase without replies", thus making one phrase (by the NPC) being followed by another phrase (by the NPC) without a reply (by the player) in between. Maybe we need some more explanation for this in the editor, or make it more intuitive?
Kim wrote:[*]The green arrow (player reply) needs a tooltip
Yes, you are right ofcourse. This is now added.
Kim wrote:[*]Good to see auto-complete for fields that require an item or a task to be fulfilled, but as a player I dont know what "dmg_ring1" is. Any way to prevent me from going into "Items" and opening the item ?
I now modified all autocompletes to use the format "name (id)", so you can see the actual displayname for each thing that you select instead of just the id.
Kim wrote:Resource interpreted as Script but transferred with MIME type text/plain.
Hopefully these should be fixed now.
Kim wrote:Missing monster pictures.
These are now added. I also added some other monster and NPC pictures that I have planned for v0.6.9.
Kim wrote:[*]When I edit a row in a droplist then when I press "Close" or "X" then the cells become offset.
This was a bug in the editor code that should be fixed now. Thank you for finding it!
Kim wrote:[*]"Add" to droplist should also be at the top instead of bottom, maybe move it further up above the table next to the droplist ID but with a distance so not to confuse with the "Add new droplist" ADD button.
It's a minor thing, and it could be even less intuitive if the "Add" button is above the tables. Let's keep it this way for now.
Kim wrote:[*]When looking/editing an item the base gold cost is listed. Again this is a player thing, I know only the "buy" and/or "sell" cost, so could those values be automatically be calculated and shown next to base cost as non-editable labels ?
Good point. This is now added. I also added an automatic calculation of experience for monsters.
Kim wrote:[*]On "Actor conditions", the optional boxes "Every round" and "Every full round" are so small they should be placed in the same column, instead of in each theirs
Do you mean the checkboxes or the larger region of input boxes? The larger larger regions of input boxes actually rearrange themselves according to your screen size. If you have a wider screen, they will be on the same vertical position.
Kim wrote:[*]What is the difference between "Every round" and "Every full round" ? A help text before the settings in the boxes should be helpful (haha
)
Good point. Explanation is now added.
Kim wrote:[*]What happens if I make a new monster with the 2x2 demon picture, but forgot to edit the size setting from "1x1" ?
[*]Since there is properly going to be a limited amount of character/npc/monster sizes, would it not be better use something different than a text input field ? Could be a ratio group, or button group (active one is "pressed down")
Yes, we should really determine the monster tilesize from the image that is used. This could even be determined when the resources are loaded in-game, which would be even better. I haven't gotten around to it yet though. For a future version.
Kim wrote:[*]When I selected a monster and then checked "Has combat traits" then the new box values were all empty
Yes, you are free to enter values in them
Or did you mean that specific fields should be pre-filled?
The things that I haven't addressed yet, but still think are really good ideas are:
Kim wrote:
[*]Editor looks good and easy to navigate, but I think the fade-in effect is too slow. It should be almost instant
[*]"Add" button should be at the top, not the bottom
[*]I assume the existing game data is not loaded to minimize footprint and because I opened from code.google.com, but if not then I would expect to it - in the various groupings
[*]There is a large gap between the tree and the "Replies" box, when visible
[*]Could the tree be moved to the right side, so the focus would be on the phrase box ?
[*]Could the item picture be shown on the droplist, either a smaller icon so row height doesnt grow OR in the "Droplist item" box (right side) ?
[*]The window size of Export/Import could be smaller. I have a large white area on the right side
[*]Export/Import. This one is for us lazy ones. A select-all link/button for each textarea box
[*]Import. How about limiting the size of each "import" button to the length of the textarea ?
[*]Will there be keyboard shortcuts ?
Thank you again Kim for the extensive beta testing! This will really help future content makers be more productive at creating great content for you players!