Quote: "I think it would be fantastic if we could have multi-colors within a Text line in LUA. We do have the ability to control colors for a single line however it is cool if we could add the ability, for example, this is [color:0,0,250] Blue [/color] or something of the sort."
@Teabone. Isn't this already possible by breaking the text up into the parts you need coloured differently? Never known any language not to support this, but you always have to print letter by letter, or at minimum each chunk of text separately in my experience. I haven't really played much with string parsing and such in lua, but I can almost guarantee it will be possible
I'd be very surprised if not. The easiest way of course is to simply break your text statements into the parts you want of each colour and print them separately.
@GubbyBlips. 64-bit would certainly make memory issues far less of a thing. End users would need to have lots of memory to take advantage of course (no help if they still have bare minimum). I would however prefer the memory leaks to be fixed. Going 64-bit although nice, would be like having a leak in your petrol tank and just getting a much bigger one to compensate
Speed would not really improve as far as I am aware. Unfortunately, 64-bit does not equate to 2x faster or even close
Also, the large wait of late for an update would be at least twice as long to convert it over from all accounts. Not to mention new bugs in the process...
Bored of the Rings. Any work in sorting that pesky memory leak would make GG a far more stable and reliable product
Please add in a numeric way of entering position etc as that is a huge bugbear of mine for ever
The data should be there already, just needs an input routine to be able to access it as well.
That said, didn't Lee mention a new GUI he wanted to work on which would add these sort of things in. Like a properties panel for objects as well as being able to input your objects position, scale etc? Of course that may be delayed or forgotten now, so adding in the object position stuff would be a useful addition to anyone.
As for issues I have. The only one that stands out currently is that terrain painting has never really worked well for me since it was updated to 16 textures. It's not a bug, but it has been one of the reasons I don't use GG that much anymore. Oh and objects that vanish in a finalised game, but work fine in editor. Oddly animating objects on occasion (doors as an example). Mostly annoying bugs that only pop up when you start pushing GG a little. There are more, but it's been awhile and I forget most now.
From a scripting pov, I'd like to see a way to make sure games run the same speed on different spec systems more easily. In my Xmas game I have a balloon ride you need to take to find and shoot presents off trees. Took ages for me to code the movement and pattern only to find on different machines the turns and swoops were at different points. This as you can imagine rather ruined the entire part. There may be a way to get some sort of timer code already, but I have not managed to fix this issue. That and vanishing objects put a halt to my WIP as I was getting a bit tired of tweaking the balloon ride to work
Pity, as it was quite close to finished game play wise and I was in the process of tarting and tying up loose ends when I found the balloon ride issue, or rather a player tester did.
SPECS: Ryzen 1700 CPU. Nvidia 970GTX. 16 Gig Memory. Win 10.