- Intelligent mouse wheel scrolling depending on where the cursor is, not what list or button the user had previously clicked on. The current mouse scrolling available to the user is one of those Windows quirks, an OS interface that has popularized a lot of retrograde GUI habits that the modern software developer would best avoid.
- Common keyboard shortcuts, like CTRL-Z or CTRL-Y, would be very useful.
Game Objects/Monster Graphics Banks:
- When choosing new tiles for a monster/player/etc made up of more than one tile it would be very handy if I didn't have to move the cursor down and click on the adjacent tile to the one that has already been filled. In addition to the manual method available to us now, selection should probably start at the top left tile and move to the right, then down and repeat until it reaches the end or round-robins to the first top left tile. I like my lazy features.
- In addition to handling warps through definable X/Y numbers, you could allow for a "Choose Screen" button that opens a second window. Here the user could switch between the overworld/underworld screens and then choose the position the player should warp to on the selected screen. If I don't know the coordinate numbers off the top of my head, then this would be a more productive option than the awkward one we currently have available to us.
- User comments and screen labels would be very handy to have. This is more of a general QOL, but specifically for the overworld/underworld, I can imagine the worst case scenario of a creator juggling with a large number of screen types and having a tricky time keeping track of them all and what each of them does.
- Searching and user-defined search tags. I can imagine a moment where I'm trying to find that one NPC on a single screen out of a hundred different screens.
- In Overworld/Underworld screens, toggling tooltips at the top doesn't produce the expected result when hovering the cursor over an object or screen of interest. Nor does it remain toggled when I change to a different editor or screen. A developing feature? Bug?
- When editing a text for an NPC or sequence, I can't scroll up or down the text I'm editing or examining with the mouse wheel. Furthermore, there's no scroll bar available to allow me to examine a larger body of text without clicking within the margins of the text. Instead, the user is limited to using the directional or pgup/down keys.
Input Editor\Project Settings:
- It is Impossible to see the entire label of a script in both the input editor and project settings window if neither window is maximized. However, if I examine the same scripts in the Scripts folder to the left, I get a tooltip with the full label of a script regardless of the conditions of the window.