1. #1

    Editor Improvements


    The Trials Editor is amazing, and has enough features to last a lifetime; but nothing is perfect. We can always dream up something bigger, bolder, and more extensive to include in the Editor. This is where to post those ideas! If you have ever thought of an Object, Tool Card, or Editor Tool that would make the Trials Editor even better, comment it below. I'll update the list as more suggestions come in.

    REMEMBER! This list is meant to help developers plan what to include in Future Trials iterations, and not a list of features that you "Demand to have NOW"; so your suggestions can be as wild or far out as possible.

    Copy this template and use it to define your suggestions. The text is there, it's just a white color like the background. Also, if you could group your suggestions like the list, that would be most appreciated.

    HTML Code:
    [B]Suggestion Name ([COLOR="#FFB700"]Username[/COLOR]): [/B] Insert suggestion description here.
    Thanks for reading,
    - PneumaticBog484


    EDITOR TOOLS
    Spoiler:  Show
    • Two Object Properties at Once (pneumaticbog484): Having two object properties at once could help with matching properties or assigning values for data sources. You would only be able to access one of the object properties menus at a time, but could switch between the two with LB and RB (since they have no purpose right now in object properties). Outside the menu, you could use the D-Pad left and right.

    • Reorganize Object Lists (pneumaticbog484): Objects are already organized by category, but sometimes you only want to use a certain size/color/shape of object. The ability to reorganize the object lists (without saving to Favorites) would help with this.

    • Object Connecting Tool (TeriXeri/Steiner84): Being able to perfectly align curved ramps and objects and connect the pieces correctly and knowing the ramp angles could help with rotation. Could be taken even further and turned into a new object snap tool that snaps 2 objects together at specific sides (for example the 2 short ends of ramps to snap multiple curved pieces in a row)

    • Music Creation Tools (KALzzone): Some sort of simple tool/program to create music more easily, as the current way is inconvenient.

    • Quick Option to Slow Cursor Sensitivity (Steiner84): Right now you have to either be super patient or change the cursor speed every single time when you want to align objects perfectly. I know the snap tool helps, but most of the time it would be easier to just have the movement speed of the cursor/object slowed down when placing objects. This could be achieved with left d-pad for example; each press would switch between normal and slow mode. Also, the slow mode could effect the rotation of objects for more precise placement.

    • Driving Line Extend Tool (Steiner84): An easier way to extend or shorten the drivelive by "locking" the alignment of the driveline and placing new start/finish spline points further away or closer.

    • Easier Access to Help (funktastic-): Include links to Forum guides and tutorials made by the community. This would greatly help new builders wash away their fear when they first see the example tracks and the vast amount of logic blowing up in their face. I myself had to search for it, but it would be fantastic for it to be in the Editor. A help section in the Editor covering all the tools and events would be even better, as sometimes people don't want to wait a few days until they can get to the Forum or the Editor stream.

    • Digit-View Shifter (pnematicbog484): Video Demonstration-https://www.youtube.com/watch?v=YDxplk4YTRg
      Currently some Data Sources and Events, such as Variable Data Sources and Set Value Events, allow you to enter values with two decimal place accuracy, but cap the values between -150,000.00 and +150,000.00. Other Data Sources and Events, such as Two Dimensional Vectors, only allow you to enter integer values, but cap the value between -15,000,000 and +15,000,000. I suspect that these caps are used to prevent losing decimal place accuracy with 32-bit Floating point numbers (I am not 100% sure if Trials uses 32-bit Floating point numbers, but my analysis of the rounding errors leads me to believe this). My proposal is to utilize the Left and Right Bumpers to shift the view of the digits, so that you can set the number to your desired accuracy, while still working within the constraints of 32-bit Floating point numbers. With my method, once you shift the digit view, all digits that are shifted off screen become zero, while any new digit that comes onto the screen can now be changed. This method could be universal, allowing users to set both integer and decimal values in any Event, Operation, or Data Source they choose.

    • Multiple Camera Views when Placing Objects (Jtrunn84): Trying to align tricky objects (such as different sized cylinders) would be SO much easier if there were simultaneous Camera views with different XYZ coordinates, instead of having to manually fly around the object with the camera and make several adjustments.

    • Trim Function (Jtrunn84): Trimming ramps and other objects to fit the desired size would be INVALUABLE for me. As it is, I have to overlap objects and get a very annoying twitching effect and the overall result is sloppy. The ability to simply cut off a section of a given object at a desired angle would go a long way in reducing headaches for me. I assume it was not included because of a texture issue, but simply using a one default color for the trimmed side would work as the object would be placed against something else anyway.

    • DLC Source in Object Finder (SwampBalls): I would like to see a column in the Object Finder menu that has the DLC source of that object. It would be nice to track down objects that are from a certain DLC set. It would be even nicer if we could sort objects by DLC.

    • DLC Source in Object Properties (fleskeknoke): When selecting an object in the Editor-World we get the Object Properties, which only gives us the Object's name. It would be great if we could see which DLC it belongs to.

    • Warnings Before Sharing Tracks (Yexac): A warning that pops up before a creator tries to publish a track which meets one of these criteria. 1.) Tracks that are mostly composed of natural terrain 2.) Tracks that use decoration objects on the driving ling 3.) Tracks that are composed of very few objects

    • Nudge Movement Mode (fleskeknoke): A "nudge-mode" to let us move objects in very small customizable increments, with the d-pad for instance, would save so much time and frustration when trying to align objects perfectly.


    EDITOR SETTINGS
    Spoiler:  Show
    • Bigger Text Size (pneumaticbog484): Menu text is fine, but the text in object properties and data sources is tiny. Bolding the font may help without increasing the text size.

    • Editor Music Settings (TeriXeri): A separate volume slider for Editor music & In-game music when playing, or just a toggle to turn off editor music without muting all music.


    GENERAL OBJECTS
    Spoiler:  Show
    • Direct Access to Object's Coordinates and Orientations (pneumaticbog484): Snapping is useful but only when you can get the object into the general area. Allowing direct access to an object's coordinates and angles could allow for even finer adjustments on driving lines, and help those who wish to perfectly align large amounts of objects.

    • Always Render Option (pneumaticbog484): An always render option could help in making permanent on screen elements for Skillgames, such as on screen prompts and cursors. The object would always render and be visible, no matter which objects it was hidden behind.

    • Customize Object Textures (TeriXeri): See it as the environment/terrain tool decal, however make it apply to objects. How cool would it be to add burn marks/paint/rust or just wood/brick/rock/ice textures on existing objects. Take it even further and have a set of "stickers" to make your own billboards, or a text tool to make your own street signs/billboards.

    • More Color Options (TeriXeri): Change color on Desert & Ice rocks, as well as Rock Cube/Plank/Blocks, and a new set of Desert/Ice Cube/Plank/Blocks to match. Change color on trees (1 changes the wood, another the leaves).

    • Bike/Bike Part Objects (TeriXeri): Title says it all; separate bike parts/wheels/body kits or just complete bikes to use as decoration, or as custom vehicles for the advanced.

    • Canvas/Cloth Objects (KALzzone): I like the canvas objects in the DLC, but more would be nice.

    • More Preset Environments (Steiner84): For example more variations of seed building blocks, larger rock formations, larger patches of grass, clumps or forests of trees. Each of these presets could be optimized to run faster than creators placing them.

    • Custom Checkpoints (Steiner84): Let users actually create checkpoints, not creating things that then are linked to CPs. There could be a dedicated method named "create CP" where you could create something, that lights up, moves, or does whatever you want it to do, which you can then select from the menu like you do with the standard CP. Or you build something and then "declare" it as Checkpoint to be used in a track.

    • Scalable Objects (Jtrunn84): As far as I know only custom collisions and fail areas are scalable to any size. There are some objects that are simply incompatible with others because of sizing issues. There are some pipes and other deco that I would REALLY love to use but unfortunately it only comes in one size.

    • Advanced Custom Collisions (Encryptors): Can we have custom collisions where you can make curves and stuff in the editor? Advanced custom collisions where you can have custom curves and control over more aspects of the dimensions such as length, width, height? Where you can change curves along certain points in the collision? Where you can change the shape of the custom collision actively after hitting different kinds of triggers, activating filters, and events? Yeah, that’d be great.

    • Glued Objects List (funktastic-): When gluing and grouping objects close together it's hard sometimes to tie events and data sources to specific objects, since they become overlapped and hidden by other objects. A list of glued or grouped objects as a drop down box or included in Object Properties would be great. You could highlight multiple objects that you need, and then they would become selected.

    • Single Axis for Camera Target (D2Dahaka): It would be really nice if in the advanced options for a camera when you select "Target Object", that you can have the option to follow the target along a single axis. For example, if the Rider circles the Camera high in the air while the "Yaw" only option is selected, the Camera would only rotate around its Yaw axis and not Pitch up and down to follow the Rider.


    SOUNDS
    Spoiler:  Show
    • Sound Effects (???): Ducks, Penguin, Chicken, etc. As many as you can think of!

    • More Music Sounds and Options (KALzzone/Magnus2552): More music sounds is always appreciated so more and more songs can be created. Also, the ability to play the same sound over itself could help make better songs, that have overlapping sounds. Perhaps a limit of one overlap could be allowed to avoid playing the same musical sound too much.

    • Vocal Samples (nightstriker219): Add a new category to the Sound Source library called Vocal Samples. Have a large selection of different spoken words and phrases such as "Warning" or "Main Elevator/Systems/Defenses/etc. offline" which you can then manipulate the pitch and volume of like usual. Also there should be a parameters slider which will change the sample between female, male, alien, robot, giant robot, etc. To make it just that much better, add another slider called mechanize which will distort any of the voices to sound more or less mechanical. A reverb slider would be good too, to reflect the size of the room which will contain it. Also, Idk if it would be possible, but if there was an option to load our own audio samples from a USB and use them on our tracks, that would be the best thing ever.

    • More Sound Source Options (Dabbla): I would like to see some more options for sound sources, like echo, reverberation, etc. The other thing that springs to mind is volume control for the sounds emitted from Effects, such as the Waterfall, Explosion, and Fire Effect.

    • Sound Range (D2Dahaka): It would be really nice to see the range of a sound effect in the editor and to be able to adjust the fade in/out much like an area conditioner.

    • Manual Control of Random Sound (D2Dahaka): For sound sources that randomize multiple effects, it would be really nice to be able to access the individual effects with the randomization being an option.

    • Select Collision Sound (Jonny): I would like a collision sound slide bar option added to custom collisions so we can change the collision sound to something other than metal. Rock, wood, etc. would be nice.


    EFFECTS
    Spoiler:  Show
    • Wave Effect (???): Oceans and lakes don't look the same without some waves. There is already a wave sound loop too.

    • Customize Effect Sounds (TeriXeri): Even just a simple "static" checkbox would help, sometimes effects are away from driveline and you cannot hear them anymore; but an extra Volume/Pitch control would be even nicer. Some of the effect sounds are slightly different then the alternative sound effects like the new DLC lasers.

    • Ability To Turn Off Automatic Particle Effects (TeriXeri): An option to turn on/off the dust effects that are produced when riding over objects, especially Custom Collisions. It ruins immersion driving on normal objects, as it clearly shows someone used Custom Collisions, even though the point is to be invisible. Plus they count as extra particles that could hurt performance.


    TOOL CARDS
    Spoiler:  Show
    • Selector for 3-size Vectors (pneumaticbog484): The selector is one of the most useful operands, and adding this capability to vectors with coordinates or angles would be valuable.

    • Rotation Matrix as Vector Operand (pneumaticbog484): The current Direction, Side, and Up data sources are really useful, but having a rotation matrix for each of the mentioned settings would be even better. It could be set to Direction, Side, or Up and the input could be a vector of angles.

    • Event to change Environment Settings (pneumaticbog484): A single event that performs all the effects of an Area Condition (draw distance, sky settings, sun setting, cloud settings, fog settings, etc.)

    • Select Dimension of 2D Vector (pneumaticbog484): Vector operands currently only operate off the first row of 2D Vectors, but sometimes column calculations are needed or separate rows are needed.

    • Split Bound Controls (sparkierjonesz): The ability to split A/RT and X/LT for Skillgames, just like we got B button.

    • Dual Rendering (sparkierjonesz): Split screen would also be nice (or a way to display something a different camera can see, like how people watch football on big screens outside). This would allow us to make great multiplayer Skillgames.

    • 2D Vector Size Based on Total Cells (Magnus2552): Both width and height of the 2D vector can only be at maximum 32 (32 x 32 = 1024 cells). When the size of the height is changed to 2, the width still can only be 32, instead of 2 x 512 = 1024. 2D Vector size could be based on the total number of cells present; number of columns x number of rows.

    • Comment Toolcards (SwampBalls): Some type of toolcard that is only used for writing comments on, and will not be included when the track is shared to Track Central. The current Extract Function method must be manually deleted before the track is shared to Track Central

    • Fading Visibility Event (funktastic-): Option to choose how fast in and out it takes effect, and also choose the fade in and out transition

    • Matrix Operator (ConvictJ): Currently in the editor you can use a vector operator to multiply 2 matrices that will output a vector. The proposed matrix operator will multiply 2 matrices and output a matrix. Matrix manipulation in general could be a whole lot better.

    • Console System Time (SwampBalls): I would like to access the time of day, both for building accurate clocks, or to use as the Time of Day for your track environment.

    • Variation Event Value Object (SwampBalls): I would like to connect a value object to the variation in the Variation Event. As of now, you have to hit a different Variation Event tile to change the variation of an object.


    WORLD ENVIRONMENT
    Spoiler:  Show
    • Perfectly Flat World (pneumaticbog484): A flat world would help anyone who wanted to make a map that has elements not present in the base world. It could also help speed up processing by only having terrain modifications present at locations that creators desired. Skillgame makers could also benefit if the wanted to make retro style games that used no terrain.

    • Trees Terrain Mod (pneumaticbog484): A terrain mod that simulates the shape of the top of trees, such as a tall triangle for pine trees. These mods could be used at great distances to simulate large forests, without having to 100+ tree objects. The mod could also come with preset textures that look like tree branches and leaves.

    • Voxel Style Terrain (Jonny): Switch from Heightmap terrain to Voxel terrain. This would allow us to create more landscapes such as floating landmasses and overhanging cliffs, which are impossible with the current Heightmap approach.

    • Cursor/Brush Style Terrain Shaping Tools (Jonny): Add a cursor/brush style terrain shaping tool. One where the terrain can be changed (raised, shrunk, grown, etc.) with various "brush" sizes, similar to the programs ZBrush and Mudbox. This could be used with Heightmap terrain or Voxel terrain.


    TRACK SETTINGS
    Spoiler:  Show
    • Custom Challenges (itstheY3llow): A huge amount of fun is gained from the in game tracks through the challenges. I've just started creating my first trials track, and am already wishing there was a way to create challenges for the track. For example, in my track you cannot touch an object that's glowing green. But at the moment, you can only suggest to do it for an extra challenge. And there is no bonus for completing such a suggestion. I think it would be great for the Red Lynx guys to add a tool to the editor to create challenges while building your Custom Track, to give more replay for those riders that are interested in completing challenges, but not in getting Platinum on the track.

    • Larger Character Strings for Tracks (Magnus2552): Larger descriptions and in-track Skillgame instructions can help inform players and give crucial instructions for the Skillgames.






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  2. #2
    -the ability to split a/rt and x/lt for skillgames, just like we got b button

    -splitscreen would also be nice(or a way to display something a different camera see's(like how people watch football on big screens outside)
    this would allow us to make great mp skillgames
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  3. #3
    TeriXeri's Avatar Senior Member
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    Some of those things might not even be possible for Fusion but they are just ideas.

    Tools:
    -Customize sound that comes with effects:
    Even just a simple "static" checkbox would help, sometimes effects are away from driveline and you cannot hear them anymore.
    But an extra Volume/Pitch control would be even nicer.
    Some of the effect sounds are slightly different then the alternative sound effects like the new DLC lasers.

    - Object Textures:
    See it as the enviroment/terrain tool decal, however make it apply to objects.
    How cool would it be to add burn marks/paint/rust or just wood/brick/rock/ice textures on existing objects.
    Take it even further and have a set of "stickers" to make your own billboards, or a text tool to make your own street signs/billboards.

    - (Ramp) Align Tool:
    Being able to perfectly align curved ramps and objects and connect the pieces correctly and knowing the ramp angles could help with rotation.
    Could be taken even further and turned into a new object snap tool that snaps 2 objects together at specific sides (for example the 2 short ends of ramps to snap multiple curved pieces in a row)

    Objects:
    - More color options on existing objects:
    Change color on Desert & Ice rocks, as well as Rock Cube/Plank/Blocks, and a new set of Desert/Ice Cube/Plank/Blocks to match.
    Change color on trees (1 changes the wood, another the leaves)

    - Bikes/Bike Parts available as editor objects:
    Title says it all, seperate bike parts/wheels/body kits or just complete bikes to use as decoration, or as custom vehicles for the advanced.

    Editor Settings:
    - Seperate volume slider for Editor music & music when playing:
    Or just a toggle to turn off editor music without muting all music.
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  4. #4
    KALzzone8's Avatar Member
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    Originally Posted by TeriXeri Go to original post
    - Object Textures:
    See it as the enviroment/terrain tool decal, however make it apply to objects.
    How cool would it be to add burn marks/paint/rust or just wood/brick/rock/ice textures on existing objects.

    Objects:
    - More color options on existing objects:
    Change color on Desert & Ice rocks, as well as Rock Cube/Plank/Blocks, and a new set of Desert/Ice Cube/Plank/Blocks to match.
    Change color on trees (1 changes the wood, another the leaves)
    Thease are very nice suggestions, but I also add few of mine.

    Tools:
    - Some sort of simple tool/program to create music more easily. I mean, it's possible to make music but it's really incovenient.

    Objects:
    - I like the canvas objects in the DLC, but more would be nice.
    - more sound sources
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  5. #5

    Nice suggestions guys! I've added them all to the list.

    Originally Posted by sparkierjonesz
    Splitscreen would also be nice (or a way to display something a different camera see's, like how people watch football on big screens outside) this would allow us to make great multiplayer Skillgames.
    I know the engine is already being pushed to its limits, but if they found a way to Dual Render..... I would be mighty impressed and amazed.
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  6. #6
    Magnus2552's Avatar Junior Member
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    Hello,
    In the Sound Source Object, there is a own category for Music stuff, but there is not a single comfortable sound that you could use for a whole track.
    I would like to pick a single piano note as a sound, but I cant. You did create a sound for a grand piano crash, but not a piano note lol
    I adapted the Tetris Theme for the Editor, but I had to use a Synthesizer as sound, which made me crazy, after I heard it ten times...

    Another thing, that could be improved in Editor, is the 2D vector. Both width and height of the 2D vector can only be at maximum 32. This is ok, but when I change the size of the height to 2, the width still can only be 32. I had to rewrite most of my Music Player Algorithm due to this limit.

    And last but not least the length of the string data type, that is used for track descriptions (I mean the description, that can be seen ingame) is too short. I mean, if I want to explain controls layouts, I cannot explain more than 3 controls, since all the %linebreak% and %buttona% stuff takes away half of the allowed length.
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  7. #7
    Originally Posted by Magnus2552 Go to original post
    Hello,
    In the Sound Source Object, there is a own category for Music stuff, but there is not a single comfortable sound that you could use for a whole track.
    I would like to pick a single piano note as a sound, but I cant. You did create a sound for a grand piano crash, but not a piano note lol
    I adapted the Tetris Theme for the Editor, but I had to use a Synthesizer as sound, which made me crazy, after I heard it ten times...

    Another thing, that could be improved in Editor, is the 2D vector. Both width and height of the 2D vector can only be at maximum 32. This is ok, but when I change the size of the height to 2, the width still can only be 32. I had to rewrite most of my Music Player Algorithm due to this limit.

    And last but not least the length of the string data type, that is used for track descriptions (I mean the description, that can be seen ingame) is too short. I mean, if I want to explain controls layouts, I cannot explain more than 3 controls, since all the %linebreak% and %buttona% stuff takes away half of the allowed length.
    There is a Piano Note in the Sound Source Looping object (I believe they are the notes D2 and D4?). I would agree that more music sounds would be appreciated, so I added "More Music sounds" to the list.

    I definitely agree with your point about the 2D Vector, it's dimension limitations should be determined by its total cell count, and not static numbers like 32.

    Any more space in the description or the instructions would be awesome. Even just a few letters.

    I've added all your suggestions to the list! Nice, good constructive comments everyone! Keep it up with more suggestions.

    -PneumaticBog484
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  8. #8
    mutetus's Avatar Trials Developer
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    You could also just make the the 2D vector wider and start reading the it from the top on another column after you've finished the previous. On my music player I used object array to pick vectors used for track note and command data (3x24 each) and one vector to hold the track order for patterns and expanded it as I reached 32 patterns. That way I could use the same tracks multiple times just by filling in the correct track vector in the pattern vector at desired song position. The player also uses standard tracker commands for pitch and velocity manipulation and a wavetable to rapidly alter between oscillators to get percussion sounds and arpreggios but that's another story and off topic
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  9. #9

    I used that method coupled with stacking data into a single number to fit all my gun data into a single 11 x 32 2D Vector. Then I copied the row corresponding to the gun out to a 11 size Vector.

    I have FL Studio for my Laptop, so I know how tracks and music loops work, but I've never been able to create Music in Trials. I'm no musician

    My next map is Minecraft! A 10 x 10 x 10 block to create in!
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  10. #10

    Added a Comment Toolcards idea suggested by Swampballs on another thread. If you guys have any more ideas, post them below and I'll include them!
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