At the moment i'm working on a fairly large game with a lot of interfaces and with it's growth i see some quite primitive yet handy features to be implemented:
1. Folders for image points. 30+ imagepoints on one sprite for buiilding an interface element becomes a headache. If we have folders in animations why can't we have them in imagepoints?
2. Search results highlight. Search is a super feature but in it's current logic it shows the whole "branch" of subevents - much more then i want to see. This can be solved with adding a backlight of the searched phrase or at least showing only event\subevent itself.
3. Object names in subfolders. It's impossible to optimize the number of objects and, for example, sometimes i have to use similar sprite objects in different subfolders. This forces me to name them like "%subfldrname%_%objectname%" or "%subfldrname1%_%subfldrname2%_%objectname%" or even deeper. So, is it possible to make object`s unique name check only in it's subfolder and having objects with similar names in different subfolders?
4. Flexible variables. As for a large project (800+ events in prototype) there can be more productive way to work with objects that have a lot of variables. For example, you have an object that has 3 int variables that are "counters" like "enemy1Killed", "enemy2Killed", "enemy3Killed" and only 1 Enemy object (with animations "enemy1", "enemy2", "enemy3"). On Enemy destroyed you have to add 1 to the right variable. Yes, you can make a "branched" event with matching right animation names and right variables, but what if you could do things like Add 1 to variable "Enemy.AnimationName"&"Killed"? It looks a bit similar to "Go to layout" and "Go to layout by name" or the same thing in sounds picking.
Yes, this thread can become a thread for advices, not a suggestion thread.