Even though there were many known unfinished aspects of SGDK2, I thought it would be a good idea to allow people an early opportunity to use it and maybe report unknown problems, and get an early start on some of their SGDK2 projects (I intend to maintain compatibility between SGDK2 alpha and the final release). So that's why I released the alpha version. If anyone creates anything interesting with SGDK2 before the final release, we can consider including it in the SGDK2 library. Also, if you see problems in the alpha, come here to see if they're intended to be fixed, and if not, report them in a new thread. I will lock this thread (and append to it as necessary) so that it remains an easy-to-scan list of un-addressed issues with SGDK2.
The following is my "to do" list for SGDK2 before the beta/final release:
- Add more templates to the library
- Fix the last step of the layer wizard, which displays a garbled tileset name if you changed the tileset in the first step. (Functionality should not be affected by this problem.) Fixed in alpha 2
Check the behavior of importing custom code objects that depend on other code, both when overwriting the code it depends on and not overwriting the code it depends on. I think one of these situations causes the imported code dependency to be lost and get imported as a root-level code object. (problem never existed)- Make it possible to jump to a specific sprite's position, and a specific plan coordinate in the map editor. Implemented in alpha 2
- When playing the game, only process keystrokes when the game has focus. Right now all keys affect the game even when it's minimized/inactive. Fixed in alpha 2
- Add a recent file list to the file menu. Implemented in alpha 2.
- Remember user's last active window size for each window and next time the window is displayed, use the same size/position. Implemented in alpha 2.
- Allow the delete key to be used in more places to delete objects. Implemented in alpha 2.
- See if there's a good way to play video clips in a game.
- Consider finding a good way to keep user-generated data in the My Documents folder. Right now, if you load Projects\SHFL.sgdk2 from the library and run it, it will create an SHFL folder under the Projects folder in the library, where all the code for SHFL will be generated. This could be a problem in environments where users do not have write permissions to application folders. An even larger problem may be the fact that SGDK2's temporary DLL generated for inspecting generated code is compiled in the directory where SGDK2IDE.exe resides. This can't be resolved by something as simple as moving the project to a user directory.Alpha 5 allows you to load projects from the library\projects folder as a template, which will prompt for a save location before compiling.
- Write documentation (help files).