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Re: LuAA - Nintendo DS CasemakerTopic%20Title
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...That was one of the longest disputes about incorrect facts regarding case makers in a long time. If a mod is looking to ban someone for starting that, if it violates the rules, I nominate myself as I brought upon the multitude of recent dispute.

On a positive note, you say that a visual novel engine is actually easy to create? Wow, that sounds cool. I'll have to look at the programming one day to see what it is actually like.

LuAA is open-source? Even better! The possibilities are endless, just like PWlib, which is also open-source, and I have too, contributed to it, making it better in the long-run for fans.

So to clear things up, you'll also be doing Perceive in the future? What about GK-styled game play? And as it's open-source, us, the fans can create this? Great!

Oh and finally if you two (B12Core and KSA_Tech) could stop interpreting each other's posts as personal attacks, that would be great. It does get sick after a while.

Ptapcc
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Re: LuAA - Nintendo DS CasemakerTopic%20Title
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Nyaaaaan~ Moé Powers Go!

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My god, how long can we go without having a dispute between case makers? PWLib has pros and cons, LuAA has pros and cons. Whoop-de-friggin'-do. Apologies for sounding strict for my standards, but I agree with Ptapcc's post. It's getting quite sickening. How many things can someone complain about?

Anyways, trying to bring this topic back, I'm liking the updates being made here, B12Core. It's good to see this progress.


PS: STOP ARGUING!
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Re: LuAA - Nintendo DS CasemakerTopic%20Title
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I'm currently trying to implement LuAA as efficiently as possible;

this means that any place where images are possibly made with rectangles/lines, I will be using the 2D GPU (graphics processing unit) for.

Any other image will use the 3D GPU; however, having too many images within the 3D GPU takes up far too much RAM/VRAM for the program to run.

In this case, I will be replacing the textbox with 2 rectangles (namebox, textbox) and a border around both. The textbox will be transparent as soon as I am given the update to the new version of Micro Lua (thanks to Reylak) which includes support for alpha transparency.

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Re: LuAA - Nintendo DS CasemakerTopic%20Title
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Just on question: with LuAA allowing creating stuff like Perceive via lua scripts, the developer won't have problems with the memory limitations of the DS? For example, creating 100 objects will certainly make the system run out of memory. The system will handle it (preventing creation of objects when memory is about to be fully consumed, thus avoiding the locks) or it will always comply?
PWLib 1.2 Under Development

PWLib Casemaker (Version 1.1) at http://forums.court-records.net/viewtopic.php?f=36&t=8788
Re: LuAA - Nintendo DS CasemakerTopic%20Title
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Nyaaaaan~ Moé Powers Go!

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That's what this project is for;D

Don't worry about the small details, I believe that LuAA can make it happen.
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Re: LuAA - Nintendo DS CasemakerTopic%20Title
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It is a very important thing.

B12 when he was working a long time ago on AADS commented of the problems developing the system, so allowing scripts at this level sure doesn't simply kill that problem. It's just like passing ahead the difficulty of developing to a new language. So it is important for users to know about it too.

I'm sure you won't be able to play god with LuAA and do as you see fit without taking in mind that "you must look at your memory usage", so I just wanted to know how the system would take a big collection of objects created at the same time.

Also don't go into a religion level "can make it happen". It will be able to do some things, but i'm sure some things will be un-doable. Not every engine can to it all, independently where it runs on. Expectations are great, but don't let it go up your head.
PWLib 1.2 Under Development

PWLib Casemaker (Version 1.1) at http://forums.court-records.net/viewtopic.php?f=36&t=8788
Re: LuAA - Nintendo DS CasemakerTopic%20Title
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Nyaaaaan~ Moé Powers Go!

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Whoa, please don't drag me into your dispute. That's the last thing I want.

Anyways, what I meant was that with all the nitpicking that you're doing, it'd be nice to see you talk about what LuAA CAN do, instead of everything that it may not be able to. Leave that to B12Core to worry about and work on.

That's one of my other questions too, why care if it has nothing to do with your casemaker? It's not like LuAA and AIGE are a partnership...
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Lovely wife PandaPrinzessin, charismatic sons Meenyman and Romeo, and talented daughters Reiji and sparkleranger78.
Re: LuAA - Nintendo DS CasemakerTopic%20Title
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No, i'm not commenting related to any dispute.

It is a fact that LuAA will be able to do a lot of things. I don't deny it will have some quality imbued in.

It is just a question from a developer, nothing related to AIGE or anything. Now just because I'm the PWLib developer, I can't ask stuff without people saying something with "dispute" in their replies?

After all these years, people are STILL biased with the: KSA_Tech posted asking something on other CM, no matter what it is, it is something against it or something related to some dispute. Can people stop this nonsense already? It's getting old, and getting dumb.
PWLib 1.2 Under Development

PWLib Casemaker (Version 1.1) at http://forums.court-records.net/viewtopic.php?f=36&t=8788
Re: LuAA - Nintendo DS CasemakerTopic%20Title
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Nyaaaaan~ Moé Powers Go!

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Apologies for the misunderstanding, KSA.

It's just that I was roped into many of the arguments that you did have in past times, and I just hate seeing stuff like that. Maybe I'm bad at interpreting things, but it just seems like your posts always have a negative aura about them. Really, just try giving your 2nd last post on this topic a read, and see if you can easily interpret if it's bashing/flaming or not.

Anyways, sorry bout all that. It's good to hear you're sick of the arguments, I only ask that you make your posts sound...a bit more friendly?
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Re: LuAA - Nintendo DS CasemakerTopic%20Title
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I didn't meant to bash anything.

Anyway, I have to finish important things instead of posting here, helping to give views to this topic.
PWLib 1.2 Under Development

PWLib Casemaker (Version 1.1) at http://forums.court-records.net/viewtopic.php?f=36&t=8788
Re: LuAA - Nintendo DS CasemakerTopic%20Title
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I'd say

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Enough with the same old shit over and over again.
KSA,this thread is not about you, it's about B12core's casemaker.

Your previous behavior has shown time and time again that you shouldn't post in other casemaker threads.
So here's how it's going to go from now on.

- You won't reply to this post on this thread.
- You won't post in this thread, Period.

If you have to ask B12core something programming related, take it to PM.
If you want to whine about this post, PM me.

That is all.
Re: LuAA - Nintendo DS CasemakerTopic%20Title
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All BS aside, I imagine that memory management will somewhat be left to the person developing the case, wouldn't it? You'll have your variables/objects that need to stay in the memory throughout the entire case, but then you've got the stuff that only needs to be loaded into the memory for one scene. I'm no programmer, but that much at least seems obvious. Am I understanding right, B12?
Re: LuAA - Nintendo DS CasemakerTopic%20Title
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KSA_Tech wrote:
Just on question: with LuAA allowing creating stuff like Perceive via lua scripts, the developer won't have problems with the memory limitations of the DS? For example, creating 100 objects will certainly make the system run out of memory. The system will handle it (preventing creation of objects when memory is about to be fully consumed, thus avoiding the locks) or it will always comply?


This is main.lua from the shell folder (basically the main menu when the game boots up)

Creating 100 objects is perfectly fine. As long as those 100 objects are all derived from the same image.

Code:
-- GUI CONSTRUCTION

gui = {}

-- BUTTON HITBOXES

cmd = {}
cmd[1] = newBox(52, 44, 202, 70)
cmd[2] = newBox(52, 122, 202, 148)

-- LOADING OF IMAGES (LOAD IN RAM, ANY IMAGES THAT EXCEED RAM LIMIT WILL APPEAR WHITE)

logo = Image.load("art/general/logo.gif", RAM)
main = Image.load("art/general/main.gif", RAM)
gen_btn = Image.load(btn[GEN_BTN], RAM)


color = Color.new(15, 5, 0)

-- TEXT FOR BUTTONS

txt = {}
txt[1] = "New Game"
txt[2] = "Continue"

gui.constructed = true

-- DRAWING FUNCTION FOR THE GUI

function gui.blit()
      screen.blit(SCREEN_DOWN, 0, 0, main)
      for i=1,2 do
         screen.blit(SCREEN_DOWN, cmd[i].x1, cmd[i].y1, gen_btn)
         screen.printFont(SCREEN_DOWN, cmd[i].x1 + (141 / 2) - (Font.getStringWidth(shell.font, txt[i]) / 2), cmd[i].y1 + 3, txt[i], color, shell.font)
         screen.printFont(SCREEN_DOWN, cmd[i].x1 + 1 + (141 / 2) - (Font.getStringWidth(shell.font, txt[i]) / 2), cmd[i].y1 + 3, txt[i], color, shell.font)
      end
      screen.blit(SCREEN_UP, 0, 0, logo)
end

-- UPDATE FUNCTION FOR THE GUI (BLITS AND CHECKS FOR STYLUS PRESSES ON BUTTONS)

function gui.update()
   while gui.constructed == true do
      Controls.read()
      if Stylus.newPress then
         if collision(cmd[1], Stylus.X, Stylus.Y) then
            gui.new = "shell/caseselection.lua"
            gui.constructed = false      -- DECONSTRUCT GUI
         end
      end
      gui.blit()
      render()
   end
   -- GUI DECONSTRUCTION

   cmd = nil
   color = nil
   Image.destroy(logo)
   logo = nil
   Image.destroy(main)
   main = nil
   Image.destroy(gen_btn)
   gen_btn = nil
   txt = nil
   dofile(gui.new)
end


When an image is loaded onto the screen without room for the GPU to load it, it will be a blank rectangle (i.e., if the image is 125x136, you will see a 125x136 white square on top of the screen). The program will not lock, no worries about that.

In terms of efficiency, each custom gui file must have a GUI construction/deconstruction zone. All global variables must be nil'd; i.e.:

Code:
-- GUI CONSTRUCTION
counter = 1

.
.
.

-- GUI DECONSTRUCTION
counter = nil


Images work a little differently.

Code:
-- GUI CONSTRUCTION
lobby = Image.load("art/bg/lobby.png", RAM)

.
.
.

-- GUI DECONSTRUCTION
Image.destroy(lobby)
lobby = nil


I will probably create a deprecated function for destroying of images; this works fine for now though.

Shinkinrui wrote:
All BS aside, I imagine that memory management will somewhat be left to the person developing the case, wouldn't it? You'll have your variables/objects that need to stay in the memory throughout the entire case, but then you've got the stuff that only needs to be loaded into the memory for one scene. I'm no programmer, but that much at least seems obvious. Am I understanding right, B12?


All memory management will be left to the person, yes. It's not too difficult a concept to grasp, the game runs off a Lua interpreter and therefore will output errors when images are unable to be loaded (i.e., "art/bg/lobby.png" could not be loaded). If this is the case, you will need to decrease the amount of images you're using for your custom GUI (you can combine layers into one image).

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Re: LuAA - Nintendo DS CasemakerTopic%20Title
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Yes, back on topic.

It's a shame that the PWLib to LuAA will be unauthorized, I would have ported ROTP myself. Now, I must ask again if you, B12Core, will help me in porting it when I finally find the time to finish one day?
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The dancing Sakura petals; only in such grace do we see the beauty of the world.
Lovely wife PandaPrinzessin, charismatic sons Meenyman and Romeo, and talented daughters Reiji and sparkleranger78.
Re: LuAA - Nintendo DS CasemakerTopic%20Title
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papermario13689 wrote:
Yes, back on topic.

It's a shame that the PWLib to LuAA will be unauthorized, I would have ported ROTP myself. Now, I must ask again if you, B12Core, will help me in porting it when I finally find the time to finish one day?


Sure!

My team and I (composed of a couple friends at school, artists/storywrights/me) are also planning on making several projects using LuAA; basically the reason why I returned to programming this.

However, I am planning on making a TBS (turn-based strategy) game sometime during the March - August. I will still be available but will be spending full time on the production of it.

When would you be estimating ROTP would be finished? To be honest, I wouldn't think porting would be as difficult as you would think; we'll see though.

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Re: LuAA - Nintendo DS CasemakerTopic%20Title
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Nyaaaaan~ Moé Powers Go!

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Thanks, B12;D

I appreciate the assistance and cooperation.

Now, it's so very, very, very difficult to estimate ROTP's completion date. I estimated that the demo would be done last Christmas, and that was when I had lots of free time too:O

But now, I juggle daily university, a blog, a Stepmania simfile group, and a job. It's so difficult to find time to work on the game, but I know the fans are waiting, so I will not give it up. Even if I end up poor and jobless, I'll still finish this insane project.

Anyways, I have a proposal. Maybe once I finish the demo, which will be the entire first case, we can have it transferred to LuAA? That way, people can play the demo on their DS for now and have at least something.

Sorry for the shallow details, I can't really explain more.
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The dancing Sakura petals; only in such grace do we see the beauty of the world.
Lovely wife PandaPrinzessin, charismatic sons Meenyman and Romeo, and talented daughters Reiji and sparkleranger78.
Re: LuAA - Nintendo DS CasemakerTopic%20Title
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papermario13689 wrote:
Thanks, B12;D

I appreciate the assistance and cooperation.

Now, it's so very, very, very difficult to estimate ROTP's completion date. I estimated that the demo would be done last Christmas, and that was when I had lots of free time too:O

But now, I juggle daily university, a blog, a Stepmania simfile group, and a job. It's so difficult to find time to work on the game, but I know the fans are waiting, so I will not give it up. Even if I end up poor and jobless, I'll still finish this insane project.

Anyways, I have a proposal. Maybe once I finish the demo, which will be the entire first case, we can have it transferred to LuAA? That way, people can play the demo on their DS for now and have at least something.

Sorry for the shallow details, I can't really explain more.


Sure, that sounds good. Just keep me updated.

Update :

I'm extremely tempted to make the GUI using a 2D GPU, it will retain the GUI look.

This is only due to the fact that a 3D GPU takes too many resources for the engine to sustain both a top and bottom screen.

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Re: LuAA - Nintendo DS CasemakerTopic%20Title
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Regarding the 2D GPU:

Code:
button = {}

button["GUI"] = {
   color = {
      Color.new(0x94/8.25,0x94/8.25,0x94/8.25),
      Color.new(0xDE/8.25,0xDE/8.25,0xDE/8.25),
      Color.new(0xFF/8.25,0xFF/8.25,0xFF/8.25),
      Color.new(0x42/8.25,0x42/8.25,0x42/8.25),
      Color.new(0x6B/8.25,0x29/8.25,0x00/8.25),
      Color.new(0x7B/8.25,0x31/8.25,0x00/8.25),
      Color.new(31,31,31)
   },
   draw = function(x, y, width, height, text)
      if cmd[text] == nil then cmd[text] = newBox(x, y, x+width, y+height) end
      for i=0,5 do
         screen.drawFillRect(SCREEN_DOWN, x+i, y+i, x+width-i, y+height-i, button["GUI"].color[i+1])
      end
      screen.printFont(SCREEN_DOWN, x+width/2-(Font.getStringWidth(shell.font, text)/2), y+height/2-(Font.getCharHeight(shell.font)/2), text, button["GUI"].color[7], shell.font)
   end
}

button["OPTION"] = {
   color = {
      Color.new(0xF7/8.25,0xF7/8.25,0xF7/8.25),
      Color.new(0xBD/8.25,0x94/8.25,0x84/8.25),
      Color.new(0xC6/8.25,0xC6/8.25,0xC6/8.25),
      Color.new(15, 5, 0)
   },
   draw = function(x, y, width, height, text)
      if cmd[text] == nil then cmd[text] = newBox(x, y, x+width, y+height) end
      screen.drawFillRect(SCREEN_DOWN, x+1, y+1, x+width-1, y+height-1, button["OPTION"].color[1])
      screen.drawLine(SCREEN_DOWN, x+1, y, x+width-1, y+1, button["OPTION"].color[2])
      screen.drawLine(SCREEN_DOWN, x+1, height-1, x+width-1, height, button["OPTION"].color[2])
      screen.drawLine(SCREEN_DOWN, x, y+1, x+1, y+height-1, button["OPTION"].color[2])
      screen.drawLine(SCREEN_DOWN, width-1, y+1, width, y+height-1, button["OPTION"].color[2])
      screen.drawLine(SCREEN_DOWN, x+1, height-2, x+width-1, height-1, button["OPTION"].color[3])
      
      for i=0,1 do
      screen.printFont(SCREEN_DOWN, x+i+width/2-(Font.getStringWidth(shell.font, text)/2), y+height/2-(Font.getCharHeight(shell.font)/2), text, button["OPTION"].color[4], shell.font)
      end
   end
}


What does this mean for you? Basically:

Code:
cmd[1] = newBox(52, 44, 202, 70)
cmd[2] = newBox(52, 122, 202, 148)


The use of defining command button hitboxes is no longer required.

Code:
gen_btn = Image.load(btn[GEN_BTN], RAM)
.
.
.
screen.blit(SCREEN_DOWN, cmd[i].x1, cmd[i].y1, gen_btn)


The button images need not be loaded or drawn; the DS will be drawing them onto the screen using the 2D GPU.

Code:
color = Color.new(15, 5, 0)
txt = {}
txt[1] = "New Game"
txt[2] = "Continue"


Text need not be predefined, text color no longer needed as well.

All of the above has now been condensed to:

Code:
button["OPTION"].draw(52, 44, 150, 26, "New Game")
button["OPTION"].draw(52, 122, 150, 26, "Continue")


This will hopefully save all of you a great deal of time/effort coding custom GUI's.

Also, since this uses the 2D GPU, the engine will run faster, using less resources AND losing no aesthetic appeal. ^^

This will be the code used for programming GUI/option buttons from now on, using the 2D GPU.

To demonstrate this new engine's purpose, the previously posted "main.lua" has been adjusted to:

Code:
-- GUI CONSTRUCTION

gui = {}
cmd = {}

-- LOADING OF IMAGES (LOAD IN RAM, ANY IMAGES THAT EXCEED RAM LIMIT WILL APPEAR WHITE)

logo = Image.load("art/general/logo.gif", RAM)
main = Image.load("art/general/main.gif", RAM)

gui.constructed = true

-- DRAWING FUNCTION FOR THE GUI

function gui.blit()
      screen.blit(SCREEN_DOWN, 0, 0, main)
      button["OPTION"].draw(52, 44, 150, 26, "New Game")
      button["OPTION"].draw(52, 122, 150, 26, "Continue")
      screen.blit(SCREEN_UP, 0, 0, logo)
end

-- UPDATE FUNCTION FOR THE GUI (BLITS AND CHECKS FOR STYLUS PRESSES ON BUTTONS)

function gui.update()
   while gui.constructed == true do
      gui.blit()
      render()
      Controls.read()
      if Stylus.newPress then
         if collision(cmd["New Game"], Stylus.X, Stylus.Y) then
            gui.new = "shell/caseselection.lua"
            gui.constructed = false      -- DECONSTRUCT GUI
         end
      end
   end
   -- GUI DECONSTRUCTION
   cmd = nil
   Image.destroy(logo)
   logo = nil
   Image.destroy(main)
   main = nil
   dofile(gui.new)
end


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Re: LuAA - Nintendo DS CasemakerTopic%20Title
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I can almost guarantee that ALPHA 0.1 will have graphical glitches (not affecting gameplay).

I will be releasing the source code to the Micro Lua DS community as well; I think this is the biggest project created using Micro Lua DS. Hopefully they may help contribute/solve bugs for LuAA.

Winter break is in 1 week; a perfect interval of time to begin work on LuAA. Have a enjoyable winter break guys ^^

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Re: LuAA - Nintendo DS CasemakerTopic%20Title

Hold it!

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B12Core wrote:
I can almost guarantee that ALPHA 0.1 will have graphical glitches (not affecting gameplay).

I will be releasing the source code to the Micro Lua DS community as well; I think this is the biggest project created using Micro Lua DS. Hopefully they may help contribute/solve bugs for LuAA.

Winter break is in 1 week; a perfect interval of time to begin work on LuAA. Have a enjoyable winter break guys ^^


Thank you ;-) You have a good one yourself, too! This is a fantastic project you're working on and I am very excited to play a custom Ace Attorney game on my Nintendo DS in the (hopefully near) future.
Re: LuAA - Nintendo DS CasemakerTopic%20Title
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Peter wrote:
B12Core wrote:
I can almost guarantee that ALPHA 0.1 will have graphical glitches (not affecting gameplay).

I will be releasing the source code to the Micro Lua DS community as well; I think this is the biggest project created using Micro Lua DS. Hopefully they may help contribute/solve bugs for LuAA.

Winter break is in 1 week; a perfect interval of time to begin work on LuAA. Have a enjoyable winter break guys ^^


Thank you ;-) You have a good one yourself, too! This is a fantastic project you're working on and I am very excited to play a custom Ace Attorney game on my Nintendo DS in the (hopefully near) future.


haha... well.

It's been a lil hectic lately, got an overnight trip tomorrow (can't be working until after, sorry)

hopefully this winter break will allow me to get LuAA to its fullest potential.

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Re: LuAA - Nintendo DS CasemakerTopic%20Title
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Quote:
Dec 20th - All GUI complete
Dec 21st - Finish saving/loading
Dec 22nd - Start examples/documentation
Dec 27th - All examples/documentation complete
Dec 28th - Brush up GUI
Dec 29th - Create the art pack for GS1/2 (I'll attempt 3)
Dec 30th - Brush up examples
Dec 31st - BETA Release


Schedule for me these next few days :meekins:

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Re: LuAA - Nintendo DS CasemakerTopic%20Title
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That looks really ambitious. It's cool that you're trying to get as much done as possible over Christmas break, but don't burn yourself out :)
Re: LuAA - Nintendo DS CasemakerTopic%20Title
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I will be basing LuAA off as an extension to a library I've been working on named libNovel.

libNovel will be a library I am currently distributing for the Lua community for the creation of visual novels.

Consider this:

Micro Lua DS (similar to AIGE for PWLib and PyGame for PyWright) is the framework API that allows the most general functions to be made.
libNovel, will be an external API for Micro Lua DS which will initiate the basic visual novel engine.
LuAA (similar to PWLib/PyWright) will be the extension to libNovel, running off the engine and working with Micro Lua DS to create the PW environment.

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Re: LuAA - Nintendo DS CasemakerTopic%20Title
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GUI is officially finished; working on brushing up the API.

^^

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Re: LuAA - Nintendo DS CasemakerTopic%20Title
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I'm trying to perfect syntax for the API at the moment, so here's a list of function names used for scripting:

Quote:
outputs text in typewriter fashion, text1 being the text on the first line, text2 being the text on the second line, etc.
function say(text1, text2, text3)
end

goto transports the player to a new scene.
function goto( _scene )
end

newhotspot adds a new hotspot to the examined location, similar to region.
function newhotspot( x, y, width, height, script )
end

addev adds evidence to the court record.
function addev( ev )
end

subev removes a specific evidence from the court record.
function subev( ev )
end

creates a new talk option set for the talk menu.
function newtlk( opt1, opt1script, opt2, opt2script, opt3, opt3script, opt4, opt4script )
end

creates a new move option set for the move menu.
function newmov( opt1, opt1script, opt2, opt2script, opt3, opt3script, opt4, opt4script )
end

creates a new dynamic option set for the dynamic option menu.
function newdyn( opt1, opt1script, opt2, opt2script, opt3, opt3script, opt4, opt4script )
end

sets the alignment.
function newalign(value)
end

sets the font color.
function newcolor(color)
end

sets the character name, used for name box above textbox.
function newname(name)
end

sets the bg layer's image.
function newbg(path)
end

sets the char layer's emotion.
function newemo(emo)
end

sets the char layer's idle animation (while character isn't talking, i.e., blinking)
function newidle(action)
end

sets the char layer's active animation (while character is talking, i.e., talking, sneezing)
function newactive(action)
end

sets the char layer's character, used for file path.
function newchar(name)
end

adds hp, negative values in value parameter subtracts hp
function addhp(value)
end

goes to dynamic present menu
function goto_dynpst()
end

goes to present menu
function goto_pst()
end

goes to dynamic examine menu
function goto_dynex()
end

goes to examine menu
function goto_ex()
end

goes to move menu
function goto_mov()
end

goes to talk menu
function goto_tlk()
end

goes to dynamic option menu
function goto_dyn()
end

goes to testimony
function goto_testimony()
end

goes to interaction (examine/move)
function goto_interaction()
end

goes to interrogation (examine/move/talk/present)
function goto_interrogation()
end

goes to save menu (game name to be presented, chapter to be presented, bookmark scene that runs when game is loaded)
function goto_save(_game, _chapter, _bookmark)
end


If you have any suggestions on how to improve a name of a function, please reply. Thank you.

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Re: LuAA - Nintendo DS CasemakerTopic%20Title
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Decided not to include BETA 1 with documentation.

Here's one of the examples included though:

Code:
procedure = {}

procedure["sad"] = function()
   newemo("young/sad")
end

procedure["pumped"] = function()
   newemo("young/pumped")
   newtransition("c")
end

procedure["flash"] = function()
   flash("FFFFFF")
end

function main()
   return function()
   newbg("lobby")
   addev(attorney_badge)
   addev(phoenix_young)
   newcolor("00F700")
   newalign(ALIGN_CENTER)
   say("January 5th, 1:41 PM", "District Court", "Defendant Lobby No. 3")
   newcolor("FFFFFF")
   newalign(ALIGN_LEFT)
   newchar("Phoenix", "young/normal", "talk", "blink")
   say("Hello world!", "Welcome to LuAA, your friendly", "Nintendo DS casemaker!")
   say("It may have seemed like", "LuAA was {sad}dying down a bit...")   
   say("But LuAA is {pumped}back,", "and better {flash}than EVER!")
   reset()
   end
end

attorney_badge =
{
   name = "Attorney Badge",
   pic = "lawyer badge",
   info = {
      "Type: Other",
      "One of my possessions"
   },
   desc = {
      "It's my all-important badge.",
      "It shows that I am a",
      "defense attorney."
   },
   category = EVIDENCE,
   script = "badge"
}

phoenix_young =
{
   name = "Phoenix",
   pic = "phoenix-young",
   info = {
      "Age : 21",
      "Gender : Male",
   },
   desc = {
      "LuAA Mascot."
   },
   category = PROFILES,
   script = "phoenix"
}


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Re: LuAA - Nintendo DS CasemakerTopic%20Title
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Uh..just thought of something. With the NDS, it seems to be an issue with only 4mb of memory to use but I do know for a fact that there was a project about using external memory as a base. Do you know anything about this as it might be more convenient if it actually did happen...

On another note, what happened to the Alpha release? And could you explain the program codes more? I remember AADS as I was one of the lucky few who had a working copy but the way to make a case was always confusing for me. Will we be needing an understanding of Lua scripts to make our games?

Ptapcc
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Re: LuAA - Nintendo DS CasemakerTopic%20Title
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Ptapcc wrote:
Uh..just thought of something. With the NDS, it seems to be an issue with only 4mb of memory to use but I do know for a fact that there was a project about using external memory as a base. Do you know anything about this as it might be more convenient if it actually did happen...

On another note, what happened to the Alpha release? And could you explain the program codes more? I remember AADS as I was one of the lucky few who had a working copy but the way to make a case was always confusing for me. Will we be needing an understanding of Lua scripts to make our games?

Ptapcc


I will be sure to explain the program codes once I get the documentation up and running.

And LuAA uses the FAT file system within the flashcard for loading graphics/audio/scripts at a reasonable speed. So no worries there ^^

The only issue about the 4 megabyte RAM is that I can only load up to 4 megabytes of graphics and audio at one time. This leaves for limitations. I can't say that I haven't overcome many of them, though ;)

I will TRY to release by New Year's, I've been a little busy with other stuff lately (Christmas time haha ^^) so I haven't been working on this as much as I should.

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Re: LuAA - Nintendo DS CasemakerTopic%20Title
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B12Core wrote:
I will be sure to explain the program codes once I get the documentation up and running.

And LuAA uses the FAT file system within the flashcard for loading graphics/audio/scripts at a reasonable speed. So no worries there ^^

The only issue about the 4 megabyte RAM is that I can only load up to 4 megabytes of graphics and audio at one time. This leaves for limitations. I can't say that I haven't overcome many of them, though ;)

I will TRY to release by New Year's, I've been a little busy with other stuff lately (Christmas time haha ^^) so I haven't been working on this as much as I should.


So there will be proper tutorials about LuAA? Sounds good and that's a relief to know that LuAA loads the graphics/audio/scripts through FAT. At one time? So in theory...couldn't you have some sort of compressed file and uncompress it after bypassing this? I dunno if that makes any sense but...

I know what you mean about being busy. The same has happened to me. I just hope that this project is released as amongst my personal experience in the DS homebrew communities, I have seen very few decent projects and the ones I have seen are scrapped after being released due to the creator no longer has interest so please don't give up!

Ptapcc
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Re: LuAA - Nintendo DS CasemakerTopic%20Title
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Ptapcc wrote:
B12Core wrote:
I will be sure to explain the program codes once I get the documentation up and running.

And LuAA uses the FAT file system within the flashcard for loading graphics/audio/scripts at a reasonable speed. So no worries there ^^

The only issue about the 4 megabyte RAM is that I can only load up to 4 megabytes of graphics and audio at one time. This leaves for limitations. I can't say that I haven't overcome many of them, though ;)

I will TRY to release by New Year's, I've been a little busy with other stuff lately (Christmas time haha ^^) so I haven't been working on this as much as I should.


So there will be proper tutorials about LuAA? Sounds good and that's a relief to know that LuAA loads the graphics/audio/scripts through FAT. At one time? So in theory...couldn't you have some sort of compressed file and uncompress it after bypassing this? I dunno if that makes any sense but...

I know what you mean about being busy. The same has happened to me. I just hope that this project is released as amongst my personal experience in the DS homebrew communities, I have seen very few decent projects and the ones I have seen are scrapped after being released due to the creator no longer has interest so please don't give up!

Ptapcc


Don't worry, LuAA will be actively updated.

I will be juggling many other projects after a stable, sufficient revision of LuAA is made however. I have already set out projects until 2010, I'm afraid. I just don't feel I should fully allocate my time on an engine that is open-source and sufficient for the public to use.

No worries though, LuAA will still be an item on my list.

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Re: LuAA - Nintendo DS CasemakerTopic%20Title
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B12Core wrote:
Don't worry, LuAA will be actively updated.

I will be juggling many other projects after a stable, sufficient revision of LuAA is made however. I have already set out projects until 2010, I'm afraid. I just don't feel I should fully allocate my time on an engine that is open-source and sufficient for the public to use.

No worries though, LuAA will still be an item on my list.


Oh take your time with it. These types of projects aren't meant to be rushed- that includes fan games as well. I believe if you released beta 1 today then there would be heaps of errors and bugs which would leave us unsatisfied.

Personally, I won't be using LuAA as a case maker as I don't feel that anyone could recreate PW games perfectly, or near perfectly on the NDS, but the thought of these fan games available for me to play on my DS makes me feel excited.

Ptapcc
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Re: LuAA - Nintendo DS CasemakerTopic%20Title
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Ptapcc wrote:
Personally, I won't be using LuAA as a case maker as I don't feel that anyone could recreate PW games perfectly, or near perfectly on the NDS, but the thought of these fan games available for me to play on my DS makes me feel excited.

Ptapcc


^^ I understand.

Hopefully KSA and I can get things sorted out and we could combine efforts to making a sort of converter for PWLib to LuAA.

However, despite my efforts, I doubt this will be happening :\

It's all good though, I'm currently developing LuAA for myself as well.

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Re: LuAA - Nintendo DS CasemakerTopic%20Title
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PWLib 1.2 Under Development

PWLib Casemaker (Version 1.1) at http://forums.court-records.net/viewtopic.php?f=36&t=8788


Last edited by KSA_Tech on Mon Dec 28, 2009 12:11 am, edited 1 time in total.
Re: LuAA - Nintendo DS CasemakerTopic%20Title
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KSA_Tech wrote:
A PWLib to LuAA direct converter won't happen at all (mainly I think because of language and logic differences), but one idea that might work out that I think is when I make an editor for PWLib in the future it gives an option to output code for LuAA. This would help PWLib users who want to get their game on LuAA.

Sounds more logical, I think.


I honestly haven't seen any examples for AHLSL so I can't safely say that a converter would be impossible.

However, I will be checking that out if this idea comes to fruition.

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Re: LuAA - Nintendo DS CasemakerTopic%20Title
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KSA_Tech wrote:
A PWLib to LuAA direct converter won't happen at all (mainly I think because of language and logic differences), but one idea that might work out that I think is when I make an editor for PWLib in the future it gives an option to output code for LuAA. This would help PWLib users who want to get their game on LuAA.

Sounds more logical, I think.


Wouldn't it be as simple as making it recognize a command then convert each line 1 by 1? like a script that states

if the script is ("pw_enabletrucynormal")
then convert to
(Whatever the LUA code is for that)

(can someone translate that into AHLSL?)

anyway it may take a while, but it would be a great feature to have in a possible PWLib editor
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Re: LuAA - Nintendo DS CasemakerTopic%20Title
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Attorneyatlawl wrote:
KSA_Tech wrote:
A PWLib to LuAA direct converter won't happen at all (mainly I think because of language and logic differences), but one idea that might work out that I think is when I make an editor for PWLib in the future it gives an option to output code for LuAA. This would help PWLib users who want to get their game on LuAA.

Sounds more logical, I think.


Wouldn't it be as simple as making it recognize a command then convert each line 1 by 1? like a script that states

if the script is ("pw_enabletrucynormal")
then convert to
(Whatever the LUA code is for that)

(can someone translate that into AHLSL?)

anyway it may take a while, but it would be a great feature to have in a possible PWLib editor


If that is possible, it would take months of free time to tell the converter that "x AHLSL command turns into y Lua command" and "x Lua command turns into x AHLSL command", one by one. That, and a gigantic database.

But it would certainly be amazing to have PWLib's accuracy and possibilities ported to DS. I'm hoping this idea turns into something some day, for the community's sake.
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Re: LuAA - Nintendo DS CasemakerTopic%20Title
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DeMatador wrote:
Attorneyatlawl wrote:
KSA_Tech wrote:
A PWLib to LuAA direct converter won't happen at all (mainly I think because of language and logic differences), but one idea that might work out that I think is when I make an editor for PWLib in the future it gives an option to output code for LuAA. This would help PWLib users who want to get their game on LuAA.

Sounds more logical, I think.


Wouldn't it be as simple as making it recognize a command then convert each line 1 by 1? like a script that states

if the script is ("pw_enabletrucynormal")
then convert to
(Whatever the LUA code is for that)

(can someone translate that into AHLSL?)

anyway it may take a while, but it would be a great feature to have in a possible PWLib editor


If that is possible, it would take months of free time to tell the converter that "x AHLSL command turns into y Lua command" and "x Lua command turns into x AHLSL command", one by one. That, and a gigantic database.

But it would certainly be amazing to have PWLib's accuracy and possibilities ported to DS. I'm hoping this idea turns into something some day, for the community's sake.


PWLib's accuracy/possibilities are delivered by PWLib's actual engine; not the script being played.

This means that despite converting a script from AHLSL to Lua, the actual engine being used is LuAA's core. Therefore PWLib's accuracy/possibilities are not delivered as well.

However, LuAA, just like PWLib, is open-source and will be in production making sure that features such as accuracy/flexibility to the PW genre are inclusive. PWLib has been around for a year now, almost entering two, whereas LuAA has yet to even be released. There's still a lot of time to improve ^^

In the mean time, here's an example script of LuAA's capability:

Code:
--  _               ____ ____
-- | |             / _  |  _ \
-- | |      __  __/ /_| | |_\ \
-- | |     / / / /  __  |  __  \
-- | |____/ /_/ /  /  | | |  \  \
-- |______\____/__/   |_|_|   \__\
--


snackroos = 0

function allocateSnackroos()
   if snackroos == 0 then
      snackroos = 1
   elseif snackroos < 20 then
      snackroos = snackroos + 10
   else
      snackroos = 0
   end
end

function main()
   return function()
   newbg("lobby")
   addev(attorney_badge)
   addev(phoenix_young)
   newchar("Phoenix", "young/normal", "talk", "blink")
   newspeaker("Phoenix")
   say("LuAA is capable of handling conditional statements including if...elseif.")
   say("Here's an example of LuAA using Lua's capability to set up an AA game.")
   say("I currently have "..snackroos.." snackroos. If I have 0 snackroos then I should get one.")
   allocateSnackroos()
   say("I now have "..snackroos.." snackroos. If I have less than 20 snackroos then I should get ten.")
   allocateSnackroos()
   say("I now have "..snackroos.." snackroos. If I have less than 20 snackroos then I should get ten.")
   allocateSnackroos()
   say("I now have "..snackroos.." snackroos. If I have more than 20 snackroos then I should lose them all.")
   allocateSnackroos()
   newemo("young/sad")
   say("I now have "..snackroos.." snackroos. I got too greedy.")   
   say("Hopefully now you understand how if...elseif works?")
   reset()
   end
end

attorney_badge =
{
   name = "Attorney Badge",
   pic = "lawyer badge",
   info = {
      "Type: Other",
      "One of my possessions"
   },
   desc = {
      "It's my all-important badge.",
      "It shows that I am a",
      "defense attorney."
   },
   category = EVIDENCE,
   script = "badge"
}

phoenix_young =
{
   name = "Phoenix",
   pic = "phoenix-young",
   info = {
      "Age : 21",
      "Gender : Male",
   },
   desc = {
      "LuAA Mascot."
   },
   category = PROFILES,
   script = "phoenix"
}


As you can see, the previous example isn't too in-depth to programming in itself, but more in-depth on how programming is incorporated with LuAA.

This means that the original examples I am releasing will not entirely be newbie-friendly. Don't fret though, I will be making sure tutorials are distributed for basic programming skills such as conditional statements, loops, etc.

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Re: LuAA - Nintendo DS CasemakerTopic%20Title
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PWLib 1.2 Under Development

PWLib Casemaker (Version 1.1) at http://forums.court-records.net/viewtopic.php?f=36&t=8788


Last edited by KSA_Tech on Mon Dec 28, 2009 12:10 am, edited 1 time in total.
Re: LuAA - Nintendo DS CasemakerTopic%20Title
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KSA_Tech-
Ceres wrote:
Enough with the same old shit over and over again.
KSA,this thread is not about you, it's about B12core's casemaker.

Your previous behavior has shown time and time again that you shouldn't post in other casemaker threads.
So here's how it's going to go from now on.

- You won't reply to this post on this thread.
- You won't post in this thread, Period.

If you have to ask B12core something programming related, take it to PM.
If you want to whine about this post, PM me.

That is all.


I don't want to see you get banned KSA, so please don't post in this thread and annoy Ceres. Although it's nice to see that you and B12 are co-operating and sharing ideas between each other on how to make the fans pleased. On another note, if you and b12core managed to provide an output code for your editor and his, then think of all the possibilities. I already have several ideas involving concepts from AAO that could benefit this.

B12core- How does examining work? Does it follow program codes again or will it be programming codes but with x and y intercepts which we have to manually input? If so, can the AAO Interactive examining feature be used to 'circumvent' this problem if you are...not as skilled in guessing the intercepts?

Ptapcc
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