Integrated Text Scene File Editor

Suggest changes and improvements to Algodoo.

Integrated Text Scene File Editor

Postby Dakta » Sun May 02, 2010 3:50 am

This is something that I think a lot of people would appreciate, and should be pretty simple to implement:

An integrated scene file editor. Because no matter how careful I am, I always mess up something when I'm working on a Thyme heavy scene, and then I have to extract the .phz and edit the .phn, and then reload my scene after every edit. As simple as it may sound, just making a text area that allows users to directly edit the scene file would be immensely helpful.
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Re: Integrated Text Scene File Editor

Postby Mystery » Sun May 02, 2010 7:33 am

Manual Phn editing (Thats what your talking about right?) isn't used nearly as much as it used to. The advantages in Phn editing are limitless the only set back is that it is time consuming. Perfect solution :)
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Re: Integrated Text Scene File Editor

Postby Rrobba » Sun May 02, 2010 6:03 pm

Could prove to be very useful.

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Re: Integrated Text Scene File Editor

Postby Mr_Stabby » Sun May 02, 2010 6:19 pm

i dont get it tho.. what do you need the text editor for? (inside algodoo or otherwise)
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Re: Integrated Text Scene File Editor

Postby Dakta » Sun May 02, 2010 10:12 pm

Alrighty, I'll explain this.

When you're creating a highly Thyme intensive scene that uses a lot of very spread out functions, odds are that you will miss type something somewhere which will cause a lot of pain. Thus you will end up having to un-zip the .phz scene package, open up the .phn scene file, edit your miss-typed code, and then re-package it again.

Or, you're trying to make a scene that people can learn from and you want your functions to be in certain places, or your scene items arranged into groups in the file, or if you want to add more custom comments into things, these are all things that you have to open up the .phn for.

Then there's setting exacting positions, sizes, angles, and other properties that just CAN"T be done as easily, or as quickly, from within Algodoo.

So, since a lot of us have to do this anyways, it would eliminate a whole ton of hassle if there was included a simple scene source text editor.

And I'll also add to this: It would be even more awesome if you guys could include error checking (like looking for undeclared functions, references to undefined variables, null references, improperly nested functions, etc.)!
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Re: Integrated Text Scene File Editor

Postby Mr_Stabby » Wed May 05, 2010 12:30 am

well as it is right now you can just copy any object(or the entire scene if you like) off algodoo and paste to notepad and vice-versa, also works with scene functions or variables or anything else you might edit in the phn
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Re: Integrated Text Scene File Editor

Postby Dakta » Wed May 05, 2010 1:34 am

That's still a pain in the ass dude...
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Re: Integrated Text Scene File Editor

Postby Mr_Stabby » Wed May 05, 2010 11:57 am

ctrl-c ctrl-v looks pretty simple to me

hey that rhymes
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Re: Integrated Text Scene File Editor

Postby Mystery » Wed May 05, 2010 12:00 pm

Dakta wrote:That's still a pain in the ass dude...
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Re: Integrated Text Scene File Editor

Postby Chronos » Wed May 05, 2010 9:26 pm

We don't need this. Copy/paste is very easy to do. You guys need to stop bitching over the smallest, unneeded thing to get into Algodoo. This isn't needed. It just makes Algodoo more bulky. Plus, why would they work on this instead of fixing bugs? Hell, this would just make more bugs! Besides, if you can't do it without editing the file like this, then it shouldn't be done.
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Re: Integrated Text Scene File Editor

Postby Dakta » Thu May 06, 2010 12:04 am

Mystery wrote:
Dakta wrote:That's still a pain in the ass dude...


This is all about workflow, and having this would improve the flow of content creation, saving time and frustration.
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a Mammoth wrote:be boring and interesting.

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