The following features are planned for future versions of AGS.
Features that people ask for will be implemented faster than things I think
people want - so if you like the look of a suggestion below, post to the
messageboard to tell me!

 * - Roger - trivia2, Add !addquote, !randomquote
   random responses a|b|c
   !agstrivia with seperate set of questions
   acro tell who did each entry, allow vote by PM
 * Forum - display date joined under user title on all posts
 * Forum - do icon thingy for "what I can help with" - music/scripting/plot/etc
 * Forum - display avg posts per day under avatar in threads

 * tutorials on:
    - basic LEC GUI - in particular, how to make 'Give X to Y' mode
    - custm save/load window
    - keyboard walking 

 * show dotted line round edge of labels in the editor
 * opens wrong script if error compiling script header
 * fix dialog editor so you don't have to scroll down
 * option to make Dialog Options GUI remain on screen (but blank) while characters
   talk
 * check type/args of imported variables/functions match those of the export
 * GetKeycodeDescription(key, buffer)  to get name of key for display
 * GetInvItemPic
 * allow 20 objects per room
 * pivot point X co-ordinate for animation frames, so they don't have to line up
   at the left hand side
 * investigate a repeatedly_Execute_always which is run even when a blocking
   function is in progress
 * text parser option to automatically check names of all objects in room
   and match cursor modes against the text the user typed in, for auto
   interaction parsing
 * plugin callback link into ccDebugHook to allow plugin debugger
 * allow continuous scaling in 4 directions (down, up, left, right) to scale
   the appropriate way
 * per-inventory option as to whether to display multiple times or not
 * inventory items should be able to have a special mouse cursor image as well as normal image
 * screenshots for save games
 * automatic outline fonts; allow anti-aliasing on main text when an outline font
   was used
 * game.left_edge, right_edge, etc to find out room edges
 * button to toggle display of walkable areas in Room Settings pane
 * interaction command "Move NPC to other room (specific co-ordinates)"
 * SetHotspotName
 * DisableWalkableArea/EnableWalkableArea as interaction command
 * dump all graphics option, to SPR0052.BMP, SPR0021.BMP, etc
 * per-character option to disable lip-sync
 * beta versions should warn if loading an old game into them
 * "No transparency" sprite import option
 * SetCharacterIgnoreWalkbehind(CHARID, int walkbehind_to_ignore)
 * PlayMusicAfter to play another track when the current one finishes
 * option to disable diagonal walking, BASS-style
 * type in more characters into parser than width of box, should scroll across windows-style
 * graphical tree representation of dialog structure
   eg.  Topic 1 -> Option1, option2 (-> topic2.1, 2.2 ), option 3
 * some sort of "\x14" thing for scripts to display special characters in messages
 * export/import single GUI
 * proper z-order support for GUIs and overlays
 * more than 15 objects per room
 * plugin API CreateSpriteSlot to allow them to add sprites
   plugin API way to take over drawing of fonts
 * plugin interface to sound system, eg allow creation of custom drivers
 * try outline font by drawing normal font behind it 4 times 1 pixel across/up/down
 * name sprites in sprite manager - default name would be import filename
 * add SetScreenTransition as interaction editor command
 * Print option in script editor
 * Scroll when more than X dialog options
 * allow game to run windowed, but expanded (eg. running 320x200 game in a 960x600 window)
 * two overlapping GUI objects, click twice should alternate between them
 * allow different X and Y movement speeds
 * have "RoomS", "Sounds", "Music" subfolders
 * GUI objects should have "x", "y" settings to place exactly
 * add a "no transparency" option to sprite imports
 * "Any Character Stands on Region" event
 * check playing flcs in hi-color games
 * changing a object name needs to mark room as dirty
 * plugin API  GetFontType (return ttf or sci)
 * script compiler should detect errors like:  string result = StrGetCharAt ();
 * mark static strings area in script, to catch  StrCopy("constant", buffer);  mistakes
 * script 'modules'
 * more obvious way to select "No sprite" in sprite selector than using the blue cup
 * option to space outline font characters by the spacing of the main font, to
   allow the shadows to 'meld' together (ie. font kerning option)
 * allow switching font mid-sentence for a particular word, eg. to do italics
 * make all the normal sound channels use Ambient Sound structure to allow maximum
   freedom in looping etc, eg.  PlaySoundChannel (snd, vol, x, y, loop)
 * sound panning option to set left-rightness of a sound (eg SetChannelPan)
 * add a way to display the first 32 characters of a font, eg. a "\x14" type script extension
 * mention * and / operators in the manual or scripting tut
 * SetCharacterZoom to override walkable area settings
 * SetThoughtStyle, to avoid having to rely on the speech style
 * set X 'axis' for view frames, to be used as an automatic offset to move the frames around
 * Sierra-style speechw ith character name as text window title
 * allow assign each character a specific speech font
 * increase from 30 to 60 gui objects per gui
 * option for if multiple of an inventory item, display it twice - useful for RPG's
 * Allow set Inventory control's background colour, and set it to display a specific
   character's inventory
 * SetHotspotWalkToPoint (X, y)   to enable it to be disabled
 * movement issues with speed - make some way the speed can be dynamically altered
   while movement is in progress
   Also seperate X and Y speeds for characters
 * GUI Sliders - Read-Only setting for displaying info
 * SetHotspotName & SetObjectName to change names in script
 * GUI Unchanged But Disalbed option to still look the same, but disable mouseovers
 * coloured light tint for regions
 * text box control should allow cursor movement with left & right arrows optionally
 * button to cycle through GUI Objects on a GUI
 * dialog options as images (and so dialog option would be slot number)
 * right-click "Edit sprite" for sprite manager, which would launch eg. PSP
 * "modules", to allow easy sharing of scripts/GUIs/etc
 * room/object/hotspot custom properties (eg. "daylight applies" sort of thing)
 * more than 10 fonts
 * drag and drop commands to move them around in interaction editor
 * ProgressBar GUI control - for stuff like health bars, etc
 * 32-bit colour support for AGS 2.6
 * allow having a secondary walkable area mask and switching between the active one
   eg. to give two different player characters different walkable areas
 * patch system - or at least a "comapre versions" of the game to show differences
 * import multiple new sprites (grab entire image from all, multi-select in file selector)
 * enable close debug console during conversation; option to output console to file
 * import/export individual GUIs
 * additional option for FollowCharEx to make them always exactly on top of the other char
   (eg for special effects)
 * option to write text right-to-left, for languages like hebrew
 * SetGUIObjectPosition(gui,obj,x,y)
 *  delete sprite folders
 * check out al2xsai scaling proggie for antialiasing stuff at hi-res
 * quick tutorial on making a custom save window
 * coloured lighting for walkable areas
 * Set directory for save games (including option for My Docuemnts)
 * detect 1/4 second before end of voice speech, and shut mouth
 * allow frame-sound offset for different walkable areas, to play different sound on diff surface
 * option to allow speech on top of GUIs
 * room 'locations', to save having to use co-ordinates
 * preview for views
 * hotkey to make room areas semi-transparent to see their placement
 * script editor pop-up listing room names for each number and object and hotspot names
 * multi-select in sprite manager
 * allow == for strings, with new opcode for script system
 * name views (like chars/GUIs)
 * seperate horizontal and vertical zoom level for walkable areas; or just a text
   script SetCharZoomLevel(x,y) function
 * head on collision between two chars should be handled better - at the moment
   one stops and the other walks through it
 * check 'Clear all actions from this event' crashing if a Run Script is involved
- make ctrl-A an overlay on top of bg but underneath characters and objs, and allow game to continue running.
- make ctrl-A cycle none, walkable, walk-behind, hotspots, none.
- allow to start drawing areas outside of the drawing area
- center drawing area within pane, in order to allow start drawing areas on top and left as well
- add room transition type: cross-fade
- allow tab between all the options in different areas of the editor
- an option for SetMouseBounds to NOT reset after leaving the screen
- add CTRL key in GUI making, to select multiple gui buttons.  then when you drag, it drags them all.
 * if there is a DisplaySpeech in First Time Enters Sceen, then Enters Screen AFter Fadein
   doesn't get run
 * SetAreaZoomLevel script function
 * SetGuiOBjectStyle(font,color)
 * characters_in_room array updated once per loop for speed optimization
 * text annotations/notes for views, fonts, etc
 * DialogOptionFont, to allow it to be different to normal
 * MOveObjectBlocking
 * Patch system, to allow patching of finished games AND to incorporate other team members 
   changes into the editor
 * background colours and borders for GUI labels
 * align text vertically option for GUI buttons - top, bottom, centre
 * check neole's problem of it trying to allocate 47 MB of memory in one go - same as exe file size
 * #include for scripts
 * talking idle-anim - eg. blinking/flexing muscles. should be overlaid on top of
   normal talking anim occasionally
 * option to include screenshots in save games
 * some way of checking that they are using the right number of params in their
   interface_Click, etc - strange bugs can result if not.
   eg. maybe record number of parameters with the export of the function
 * manual setting of character zoom level (eg. for effects like character shrinking)
 * try and find the cause of Ben's Display box crash
 * copy & paste interactions in interaction editor
 * changing hotspot/object names does not prompt to save game in editor
 * room option to walk character in from off-screen on left, bottom & right sides
 * x/y property for GUI objects in editor
 * automatically face characters before talking option
 * wipe colour-with colour areas option (to convert eg. all hotspot 1 to hotspot 2)
 * all edges should be checked so that if the bottom edge has no interactions
   but the left edge does, being below and to the left will trigger the left one
 * RGB <-> PixelColour Engine API functions (getr8, makecol8, etc)
 * queueModSeek to jump pattern after the current one finishes
 * option for shadow fonts rather than outline - so the font is printed twice, 1 pixel down-right
 * Tracker feature requests - annotations, naming views, etc
 * put game name & id into speech.vox file, much like replays
 * option to make character movement perpendicular (north/east/south/west) only (Helm)
 * unhandled_event with Use Inventory - check for "If inv used" responses - if root level
   only has "If inv used" conditionals then run unhandled_event
 * memory leak in RunAGSGame
 * write an "Error.log" with the illegal exception message when it crashes
 * ObjectOn/OffInRoom to turn objects on/off in other rooms
 * sethotspotname
 * topic-option-off (topic_num) (option_num) & -on & -off-forever
 * mouse sensitivity setting in Setup
 * ChangeDialogOptionName
 * interaction editor right-click "add new 'Run Script' action & Edit" menu option
 * export/import individual GUI
 * "plugins" sub-folder to put plugins in for editor
 * check hit-testing z-order when SetObjectIgnoreWalkbehinds is used
 * game setting to emulate behaviour of letterbox mode selected in setup
 * check brace matches when returning from editing script function
 * match brace feature in agsedit
 * SetGUIOBjectTransparency
 * GUI Z-ordering
 * SetSaveGameDirectory to allow a "Change Dir" button on save gui
 * check generation of translation source for messages with  \"  in them
 * 'Character - Set Location' function for setting npc x/y
 * check all room edges (ie. char could be outside right and bototm edge)
 * combination text parser & point-click dialog options - allow hiding specific
   options with ! at start or something - the player then has to type it in
 * unchecking "remove message after time" doesn't play speech anim
 * Notes area, for typing text notes about fonts, views, etc into the editor
 * checkbox to automatically walk character in off edge
 * Default dialog option, to use if they are all off
 * usermodes for interaction on inventory items
 * export and reset (delete) views
 * SaveCurrentMouseModeAndCursorAndRestoreWhenTheMouseLeavesTheCurrentObject()
 * save current line number in script editor when exiting editor and returning
 * enable creation of patches
 * password protect rooms
 * MOUSE_ENTER, MOUSE_LEAVE on_events for hotspots/objects/etc
 * DisplayMessageBox for always-speech games
 * option to save script within editor, without exiting it
 * allow read-only access to the rest of agsedit while script editor is open
 * Reset button for GUIs/characters/inventory (rather than delete)
 * coloured light levels for walkable areas
 * custom checkboxes/textboxes for objects/hotspots/characters to allow user options for them
 * if another application pops up while playing the game, it will freeze
 * per-inventory item option to say "cannot be selected" - if you click it,
   it automatically uses it in Interact mode rather than select
 * check bug tracker for latest bugs/requests
 * non-blocking ShaekScreen
 * 'active' text box, to allow more than one at a time
   import; and of Game Setup config
 * nice way of start/stopping recording and playback of replays
 * max cursors
 * import series of bitmap files (eg. image1.pcx .. image25.pcx or whatever)
 * ability to draw single dot on room masks
 * clean up general settings tab (order stuff/etc)
 * should run unhandled_event if inv not handled
 * SetDialogOptionsFont (?? uses Normal font atm)
 * occasional crash on Paste From Clipboard (20x20 24-bit)
 * allow GUI text boxes to have ascii chars > 128 if ttf font
 * automatically add a "If inv was used" when creating a Use Inventory interaction
 * Text dumper should put divider between each dialog topic
 * Copy To Clipboard option for Text Script Equivalent code, and for number in hi-col palette editor
 * allow zoom in when editing areas, important for hi-res walkbehinds
 * problem with interactions not sticking with Run Script, getting switched back
 * script check int/string use as parameters to functions
 * sierra w/bgrnd window background doesn't shrink to fit text
 * Option for new QFG3-style speech, where if no speech view it displays
   at the top as if there is one, rather than doing LEC-style as at present
 * option in Setup to disable music fading when speech is on
 * http://www.geocities.com/netmonkster/AGS/
 * different colour flag in interaction editor for repeatedly_execute

THINGS TO REVAMP:
 * max cursors, allow cursor loop choice
 * more room options
 * more bg frames for rooms, set delay of each frame
 * allow naming of rooms 301+ in room list
 * Multiple global scripts, to easily allow "add-in" modules

 * new skip speech style - Only mouse click skips, not keyboard
 * character idle animation speed option
 * set listbox border and textbox border colours
 * each background should have its own palette in hi-col games
 * export current walk-behind mask to BMP file
 * console to type debug commands
 * change "Default text" to "Text" in GUI Editor for textbox/label
 * allow define border colour seperately to foreground col
 * option to disable default scroll buttons on list boxes
 * game option to change which cursor mode selects inventory items
 * option to centre text in Display messagebox
 * mouse-over for objects
 * option for 2-3 pixel wide hotspot on cursor, to make it easier to click stuff
 * check sierra w/bg speech doesn't shorten box for short "Hello" speech
 * FOA-style speech (always as background, moves with char)
 * make resource formats encrypt filenames or something
 * AddCredit, ScrollCredits; specify to scroll timed to length of music
 * store whether screen faded out, to allow FadeOut, Wait(10), FadeIn in hi-col
 * on_event for OnDisplaySpeech to allow custom ways of displaying it
 * words with spaces in parser dictionary
 * SQ6-style dialog (scrollable textbox which saves old dialog (eg last 10 sentences))
 * different walking style, go left, then up-left, then up, to allow smooth
   rotation of character
 * Add Dithering as option to hi-col graphic import
 * display room number/description on Areas tab
 * option to walk in from an edge, to avoid scripting x=-20, movecharblocking(20,y)
 * Freeze screen, to merge all chars/objects into the background for Raw transitions
 * walk-to point for objects; set starting location for each room
 - Make characters block so you can't walk through them.
 - SetObjectIgnoreLight would be useful too.
 * check character turning with diagonal loops (press Up-right, only turns to right frame)
 * Loop mirroring (to save importing left and right frames)
 * Loop oscillate animation (1-2-3-4-3-2-1-2-3-4 etc)
 * DisableSound/DisableMusic
 * import series of sprites from diff files by multi-select in Open dialog
 * allow extra help files to be added to help menu
 * zoom in on Areas tab, esp. for walk-behinds
 * path editor in windows editor, to allow easy path construction
 * check having multiple inventory windows doesn't update (ie. switch on GUI with second window, stops updating)
 * import sprite to exact slot number
 * regions - like an extra hotspot map, but for Stands On only
 * ScrollingCredit ("credit", font, colour);
 * First Time ENters Screen happening twice sometimes
 * save screenshot in save games
 * update the // comment in dialog script when change option description
 * templates for new games
 * add Room Save As as a button in the settings win
 * clicking on inventory window should run a script, to allow custom right-click, etc
 * more characters
 * way for script to handle right-click on LEC inventory
 * hi-res mask import
 * New Room (inc maybe room templates etc) option in editor
 * only use background to speech if no speech.vox
 * Stop walking through other characters
 * Changing room area zoom level does not mark room as Changed for save confirmation
 * Option to make objects use area light levels
 * CrossfadeMusic
 * TintObject (R,G,B) , TintCharacter (R,G,B)
 * RawDrawImageTransparent(x,y,slot,transpercent)
 * support speech in DisplaySpeechBackground
 * SetMousePosition to move cursor
 * allow >256 colour number for talking colour of characters
 * support grpahic and text for GUI buttons
 * turn through front if going from left to right
 * Middle mouse button support
 * FlipScreen slows game down?
 * script compielr convert "a = b" into StrCopy(a,b) automatically
 * allow creation of .PAT files to include graphics/rooms/etc to be a secure patch
 * script command to change Do Not Modify Inv Cursor, Always Disp as Speech, and
   GUI change when disabled
 * Normal text box messages with auto remove don't disappear
 * different color for text box outline than text
 * allow naming of rooms not restricted to ROOMx.CRM, then link them up in editor
 * sprite hotspots, to prevent having to add extra blank lines to sprites to level out
 * way to mark GUI element as "deleted" when deleted rather than remove & re-number
 * check setviewport with large rooms
 * MP3 volume control hardly has any effect
 * 24-bit/32-bit colour
 * option to automatically face characters before talking and face front when not in dialog
 * option to kern text (move left 1 pixel for each character)
 * TextOverlayCentreText, RemoveAllBackgroundSpeech
 * isCurrentlyScrolling function (check if offsetx/y change this frame)
 * GetInvITemPic
 * GetModPattern
 * background masking sprite, to allow different areas of the screen to take pixels from
   various anim bgrnd scenes
 * option to change right click action on LEC inv
 * runAnotherGame("datfile.ags");  to execl new instance to run different game instead
 * option to change bg anim speed at runtime
 * text parser for dialog (eg. dialog option text is keywords, have new Display option -
   Yes, No, Parse - if parse, user types text to compare with instead of selecting option)
 * way of having custom modes, inc unhandled_Event handling
 * Face Hotspot in look mode option
 * import/export parser vocab
 * way of grabbing really small GUI buttons
 * option to set location of sierra-style speech pic & text
 * on_event for BeginDialog, EndDialog
 * % (MOD) operator
 * stop chars moving through each other
 * SoundOff/On, MusicOff/On
 * allow user processing of mouse clicks on LEC inv control
 * FileDelete (but restrict to game folder only)
 * option to set mouse cursor speed
 * option to centre text within message box
 * extra-debug mode - messages like "you added blue cup to inv" and "you switched on
   script-only gui, thus pausing the game"
 * option to allow on_keY_press while speech is displayed
 * No speech text on top of GUIs
 * check if allow GUIs on top of full-screen dialog pics
 * play loop backwards option for animateobject
 * sometimes doesn't use idle view for idle anim
 * music playlist
 * multiple animations on top of each other, for random body movement & speech
 * some sort of special character in speech text to not play animation while displayed
   (for pause in conversation) - or just Wait dialog script command
 * option to stretch flics like media player (ie until first edge reaches screen edge)
 * moveCharacterThen, to set a path for the character (append to route)
 * before speech event, after speech event (to play special animations or whatever)
 * if char behind walk-behind area, don't recognise in GEtCharAt
 * allow custom handling of LEC-style inventory right click
 * allow coloured lighting for walkable areas
 * setareazoomlevel function
 * FadeToColor (startslot, endslot, r, g, b) for 256-col mod
 * IsCharacterTalking
 * vox for flics
 * check transparent corners to text windows
 * allow right-to-left text display (for hebrew/etc)
 * option to skip entire dialog by pressing ESC
 * some sort of text script include system / multiple scripts
 * allow specifying number of loops for music repeat
 * game checker, to count rooms, hotspots, etc, and print along with maximums
 * allow setting number of times to repeat music
 * stop hotspots 16-19 being grey - maybe make only current hotspot coloured, others all grey
 * allow if (!variable) in texts cript
 * make character import/export idle view too
 * animations on GUI buttons - use pushedpic to store view number??
 * option to use parsed text instead of selecting dialog option in conversations
   (option names used as comparison for parser)
 * script library system, to allow add-on scripts
 * add clever string handling to text script, eg. string2 = "this" + 25 + "more";
 * way to flip sprites to save importing left & right views seperately
 * trainer messages, that pop up at bottom of screen when for example add blue cup to inv
 * increase max hotspots
 * more characters, since the file needs to be changed anyway
 * S3M's don't work in win engine
 * new transition (Shrinking square of old room into new)
 * check text script strings causing crashes
 * some sort of in-roomedit list of globalint names to help remember what they are
   ( and maybe not allow setting if not named)
 * don't display speech on background GUIs
 * speech bubbles by using text window GUI display above character's head
 * auto-remove narrator text if set taht way
 * check behaviour when icon bar gui is popped up - inconsistent pausedness
 * custom slider graphics/colors
 * getsaveslotroom, getsaveslotglobalint for finding out info about saved games
 * leaveObjPerm (like MergeObject but keeps object alive)
 * DisplayGUI (GUINumber, text, ...)
 * removeinvwindow to remove sierra inv window rather than re-displaying after script finishes
 * more GUIs and GUI controls of each type
 * option to centre text within text box
 * check memory allocation in load_lzw for large anim bkgrnd rooms
 * check string handling in text script (ie inputbox crash)
 * move qfg4-style dialog options to the side if using qfg4-style speech
 * fadescreencolorin/out for night effects
 * spawnl-type function to exit and start new game instead
 * double-click event
 * ability to flip/rotate sprites in views (to reduce sprite file size)
 * more hotspots
 * text script floating point vars
 * save thumbnail into save games
 * add Talk To option for hotspots and objects
 * script compiler should catch int passed as string or vice versa
 * preview in sprite manager to show whole sprite
 * option to make characters & objects block like walls
 * preLoadRoom, to precache a specific room in memory 
 * import whole folder, automatically does Import New on every PCX in folder
 * character movement X and Y speed can be different
 * FileOpen use clibfopen to enable user files included in .dat
 * language packs, to override game text & if necessary graphics
 * setsoundvolume affects mp3s after restoring game
 * setmusicvolume/mastervolume should affect mp3
 * zoom for objects/overlays
 * check tiled psrite import in 256-cols
 * check numbers in character script names
 * bug with First Enters Screen happeneing twice
 * check animating background import eg 640x290 room
 * music drop not quite so low when speech
 * Setmouseposition
 * Z-order for GUIs
 * projectile support (one-shot objects) - eg. NewProjectile(x,y,to_x,to_y,speed)
 * default script action "INTERACT WITH HOTSPOT_NAME" not "hotspot5"
 * language packs (text file of all messages to override)
 * animation of GUI buttons (eg. for death animation)
 * allow cursor change on GUI
 * script command to close sierra inventory when executed from it
 * add "bottom-rihgt pixel" import method
 * easy option for character reflection in roomedit
 * option to set current mouse cursor position
 * roomedit preview loop animation
 * option to use old-style inv order updateing
 * interact with inv/talk to inventory
 * stricmp script function
 * easy way to do scrolling credits
 * more globalints
 * Windows launcher program
 * debug interface in engine to type script commands
 * check inquisitor's problem - Open Inventory needs to click elsewhere first
 * check DisplaySpeechBackground when new speech is displayed for character already talking
 * check GUI responsiveness when activated by another GUI
 * check GUI hit-testing z-order if 2 guis on top of each other
 * animateobjectblocking
 * debug feature to execute arbitrary text script command
 * edit GUI controls at runtime, eg DisableButton
 * gamma correction
 * speech bubble - normal dialog box but reposition over characterz
 * support "&1" in CreateTextOverlay
 * problem with First Time Enters Screen getting run twice somehow
 * customize colours of save/restore/inputbox
 * option to continue game anyway if sound init fails
 * add links to each messageboard to webpage
 * FileRead/WriteRawLine for reading text files
 * Community page - sort names alphabetically
 * more hotspots
 * animated inventory items
 * highlight words in speech/dialog in different colour if wrapped in [] or something
 * restore game immediate effect
 * import frames of FLC file as seperate sprites
 * remove unused sprites somehow
 * alpha blending
 * character[].talking variable
 * make Instant transition work with fades (ie. make it black out the palette)
 * MOD % operator in text script
 * stop timer expiring while Wait() is in progress, or add IsInterfaceDisabled func
 * add Inventory Compatibility mode (ie. call update_invorder every time)
 * more customizable inventory
 * 960x600 gets placed in top-left corner
 * support 1024x768 or 800x600
 * make a downloadabel version of the KB
 * Wait cursor while loading room
 * 16-bit mode that uses 8-bit background palette and 8-bit sprite palette
 * FLC background scenes
 * customize save/load with option to save thumbnail image of current game position
 * Flash support for movies
 * allow sound files in sub-dir to limit number of files in game folder
 * customize position of sierra-style speech window (eg. face on right)
 * colour tint for screen/walkable area (eg. tint red)
 * check importing 640x280 graphics at 640x400
 * drawing functions, eg. DrawLine, DrawPixel, etc
 * scripting bug with arrays of strings
 * add option to display images in letterbox borders
 * option to reduce all graphics to 256-color when converting game
 * check 125x125 size character sprites in Characters tab
 * some way of darkening the entire room, eg when light switched off
 * priority of events to do when script finishes - should be in same order as they were
   in the script
 * popup-YP BELOW option
 * more (20) mouse cursors
 * TTF fonts
 * list of user-friendly options for GUI button clicks
 * walk slower in scaled areas
 * game start on pressing OK in Win Setup
 * check graphics glitch with 320x200 game running at 640x400
 * enable multiple scripts to be run at once
 * export walk-behind/hotspot mask
 * stop Windows engine running in a window instead of full-screen
 * GUI radio buttons
 * allow full-screen (ie. 200-height) GUI
 * move Enters Sreen after Fadein above Enters Screen in interaction list
 * scaled characters hit-testing with pixel-perfect detection is wrong
 * MPEG player
 - looping sfx
 - IsObjectAniatming
 - setting screen transition for each room
 - lock speech co-ords to virtual screen, not physical (scrolling oroms)
 - walk slower when zoomed out
 - stop sfx on leaving room
 - allow locking sliders
 - check click open btton on LEC then inv item doesn't work
 - check using NewRoom runs First Time Enters scirpts even if not first time
 - make sure first-time-enters-screen only runs once
 - direction-dependant idle animations (not random loop)
 - option to turn dithering back on
 - put speech skipping into script (eg. IfSpeechDisplayed)
 - option to flip frames of animation left-to-right
 - export dialog as text option, for recording speech
 - mouseoverhotspot doesn't run if there's an object between the hotspot & screen
 - more hotspots
 - color picker tool, to find out palette num of a color
 - option for scaling to define level at top and bottom of walk area - gradual scaling
 - allow mouse hold down when cycling thru views
 - check global script compile error messes up sprite file
 - check first time enters screen happens twice
 - more transitions, eg. fade-between, marquee, etc
 - set/getobjectname
 - way of playing loops backwards in animation
 - IT music
 - speed up engine (esp prob with low-mem vid cards)
 - add drawing functions, eg. createLineOverlay
 - light setting for actual room; also adjustable light mask for fine control
 - automatically face characters in conversation
 - enable/disable walk-behind (for specific characters preferably)
 - option for speech text to appear in normal window, and also in teletype fashion
 - customize slider graphics
 - allow setting of idle animation speed
 - right-click on hotspot event
 - built-in credits function (supply text file & speed, it scrolls automaticallY)
 - longer global messages (use local message editor or summink)
 - FaceDirection function
 - background music playlist
 - option for GUI to change cursor when over it
 - option to disable diagonal movement for a character
 - scale objects
 - view (walkable-)areas for NPCs
 - allow changing of background colour in sprite manager
 - Add a picture for the sliders
 - Someway for QFG2 Desert type walk-behinds... where the user goes down
   instead of foward.
 - DisplaySpeech max string length = 150 chars
 - inventory window background
 - change cursor when over screen edge (eg. for "exit" cursor)
 - set character shade (overall, not area-specific)
 - sierra-style speech window reset to first frame instead of disappearing
 - check InterfaceOn in repeatedly_Execute locks up system
 - animating inventory items
 - showdialogbox function, to do multiple-response dialog
 - change to using a more accurate positioning system (eg. 1000x1000)
 - check mouse responseiveness in Windows
 - customizable save/load dialog
 - text input from player
 - allow user specify angles for movement
 - allow customiable sierra-style inv window
 - save speed/tempo of XM music in save games
 - play movie in background of screen
 - check mouse over static gui doesn't change pointer
 - change tempo of music, play 2 simulatneous music
 - walking speed 1 jumps to destination
 - walkable area have sound effect for foodsteps
 - fade-in object (eg. ObjectOnFade(x) - translucency)
 - new animation editor, where you can test animation etc. 
 - multuple 256-col palettes in hi-col
 - movement paths, so in cutscenes characters can move in predefined paths
 - getinvpic
 - command to flip character horiz/vert
 - bug: setbackgroundframe pops up another frame
 - try all resolutions above what is required in engine
 - increase max hotspots
 - add back Delete Sprite
 - using FLC as animating backgournd
 - make Debug's teleport command take you to a walkable area on the scren
 - strip down size of default game
 - add eg. 16 palettes for hi-colour mode to save space with 8-bit sprites
 - export/import single gui element
 - lighting effects on objects/characters
 - translucency for walk-behinds
 - mouse hover text
 - allow deletion of buttons/labels/etc
 - check box, radio button on gui
 - night-time feature, darken screen
 - more transitions, eg those from animation shop - also fade to white/red
 - "New room" option in roomedit, delete characters
 - 960x600 res sprites
 - roomedit allow setting of default directory for gfx, sound, etc
 - debug option to type name of function to run
 - customizable conversation window (eg. skull in front of each option)
 - dialog in seperate window customizable
 - inventory item can be used on its own (click in inv window activates it)
 - export art in sprite manager
 - script .view= must be view - 1
 - marker points in room - used as co-ordinates to move player to, etc and
   could also be used as entry points to the room. eg getMarkerX(4);
 - split up DAT file into sound.dat, rooms.dat, etc
 - naming sound/music in roomedit
 - custom normal mode names which show up in interaction windows
 - easy non-script based way of doing SetPlayerCharacter and ChangeCharView
 - customizable save/load dialogs
 - control speech frame within dialog script
 - animating buttons on gui
 - font import from bmp/pcx
 - ability to add text to screen in background
 - customizable sierra-style inventory window
 - text window type for each character
 - plug-in scripts
 - character view preset editor (to change default loop order)
 - SetObjectName (int object, string) : Change object's name.
 - SetHotspotName ( int hotspot, string) : Change hotspot's name.
 - ChangeInvGraphic (int inventory, int slot) : Change the image
   of an inventory item.
 - ChangeCharacterGraphic ( int charid, int slot) : Replace the current
   players image with image in slot "int slot" . Used for making animations
   without wasting views.
 - Add an option in the ROOMS Options that specifies if this room is a map
   (with all interfaces off ) or not. So when entering this room all
   interfaces will be off and when exiting on.
 - z-ordering of Guis
 - dialog box which you can add stuff to , eg. for cutscene
 - option for objects to block at their base
 - multiple text windows, specify which one to use for various stuff
 - add hi-res masks for walk-behind
 - different vertical move speed to horizontal move speed
 - option to not draw bottom half of character in areas, ie. shallow water
 - importing tiled animation sprites
 - support for naming global flags in grahpical script
 - dark effect - eg. for turning off the lights and just having torch
 - select character for global mesages
 - diagonal base lines
 - walk faster when scaled up, slower when scaled down
 - add speech bubble option for speech display
 - option to disable walking to walk-to spots on Interact & Talk
 - walk-lines, to help pathfinder with narrow areas
 - ability to export views, cursors, etc
 - delete folders in sprite mgr
 - interface previewer - preview pushed and mouseover pictures
 - "beginner" mode in RoomEdit, to hide advanced features for beginners
 - link a script to a view frame
 - per-room disabling of look, use and talk modes (not just walk as at present)
 - sub-rooms, like drawer/locker/etc in sierra games
 - map editor, to link rooms together
 - new game option without restarting editor
