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Re: LuAA - Nintendo DS CasemakerTopic%20Title
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papermario13689 wrote:
Wow, that's pretty good. Excellent work so far, I'm so excited to see how much it will progress!


Imma try and ship out a demo before I go to bed tonight.

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Re: LuAA - Nintendo DS CasemakerTopic%20Title
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DEMO!

http://www.mediafire.com/?432djngmih3

You must run this demo using no$gba emulator, which you can download here:

http://nocash.emubase.de/gba.htm

It will not run on an actual DS (you can, however, run it on an actual DS if you have the FAT version).

Yes it will run on a PC! This means a port is usually not needed if you choose to make the game directly with LuAA! Have fun ^^

Here's the coding for the entire script if you're wondering:
Code:
------------------------------------------------------------------------------
--                     _               ____ ____
--                    | |             / _  |  _ \
--                    | |      __  __/ /_| | |_\ \
--                    | |     / / / /  __  |  __  \
--                    | |____/ /_/ /  /  | | |  \  \
--                    |______\____/__/   |_|_|   \__\
--
------------------------------------------------------------------------------
-- Title:               main.lua
-- Description:         Turnabout Tutorial Example Script!
------------------------------------------------------------------------------

dofile( "games/Turnabout Tutorial/evidence.lua" )
dofile( "games/Turnabout Tutorial/locations.lua" )

function next()
   continueTalking = true
end

function p( seconds )
   Timer.wait( seconds )
end

function small_shake()
   showshake(30, 2)
end

function main()
   return function()
      newbg( "movie/themooncriesforblood" )
      repeat
      shell.draw()
      render()
      bg.y = bg.y + 1
      until bg.y == 24
      addev(attorney_badge)
      addev(phoenix_young)
      newspeaker("Steel Samurai")
      say("You are going down, {newcolor(F77339)}Nickel Samurai{newcolor(FFFFFF)}!{next()} {p(2)}")
      newspeaker("Nickel Samurai")
      say("No, it will be you that shall be {flash(FFFFFF)}slain tonight, {newcolor(F77339)}Steel Samurai{newcolor(FFFFFF)}!{next()} {p(2)}")
      say("I {small_shake()}swear on my life!{next()} {p(2)}")
      defense = "Phoenix"
      prosecution = "Payne"
      witness = "Lamiroir"
      judge = "Judge"
      jury()
      holdit()
      takethat()
      objection()
      crossexamination()
      witnesstestimony()
      newspeaker("B12CORE")
      say("And that's a wrap!!")
   end
end

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

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


The API should be fairly simple enough, I will dim it down if I need to!

This is just a quick demo I prepared in about 10 minutes; LuAA has been in full development for about 3 weeks now (I actually started over AADS 3 weeks ago, and even still, AADS had a full development time of about 35 days) and I'm amazed at how much work has been accomplished since.

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Last edited by B12Core on Mon Jan 04, 2010 8:57 pm, edited 1 time in total.
Re: LuAA - Nintendo DS CasemakerTopic%20Title
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That lovable troll.

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Heres some suggestions:

- Tigre's split looks mishaped, so you should fix that, if you can.
- The top part spoiled it already :p, you should get an artist(s) from DA and have them draw some scenarios instead of putting on plain evidence which already gives us the idea of what are gonna be key things in the case.
- The Animated Arrow on the lower screen box moves too quickly.

Other than that, good work so far!
I remember when CR was cool and Croik was the only one in charge.

I also remember when we used to have respectable members. :(
Re: LuAA - Nintendo DS CasemakerTopic%20Title
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Eco wrote:
Heres some suggestions:

- Tigre's split looks mishaped, so you should fix that, if you can.
- The top part spoiled it already :p, you should get an artist(s) from DA and have them draw some scenarios instead of putting on plain evidence which already gives us the idea of what are gonna be key things in the case.
- The Animated Arrow on the lower screen box moves too quickly.

Other than that, good work so far!


Tigre?

the hell you talking about, boy? :udgy:

That's the Nickel Samurai/Steel Samurai fighting it out; no Furio Tigre in there.

EDIT: OH! You mean the case top/bottom images. Yeah, I know >< too lazy to fix something that minor.

Also, thanks for the input! Improvements coming soon.

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Re: LuAA - Nintendo DS CasemakerTopic%20Title
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That lovable troll.

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I'm talking about the case choosing, silly boy. :keiko:
I remember when CR was cool and Croik was the only one in charge.

I also remember when we used to have respectable members. :(
Re: LuAA - Nintendo DS CasemakerTopic%20Title
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Eco has sent me a thoroughly written script of the new demo case that I will be making.

Expect another demo case, using all of the PW components placed into one interrogation/trial sequence. I'll probably release this one by the end of this week.

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Re: LuAA - Nintendo DS CasemakerTopic%20Title
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"...Naturally."

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Nice demo, it's really good to see LuAA in motion. Just a question, the games don't have to be exported in a DS.GBA format do they? :gregory:
Engaged to Reiji!
Image
Credit to Nadindi for the awesome sig! :D
Re: LuAA - Nintendo DS CasemakerTopic%20Title

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B12Core wrote:
Eco has sent me a thoroughly written script of the new demo case that I will be making.

Expect another demo case, using all of the PW components placed into one interrogation/trial sequence. I'll probably release this one by the end of this week.


Now by demo case, do you mean just a small case demonstrating the capabilities LuAA, or is it an actual whole case which happens to make use of LuAA (there is a difference :P).

[edit] Ah I didn't read it correctly :P So it's a demo case then showing the capabilities of LuAA in the trial sequence. Cool!

Also, I must say I am really surprised how fast you're making progress, it looks great so far. This project is really looking promising, also because of the support the community is already showing. Keep up the good work!
Re: LuAA - Nintendo DS CasemakerTopic%20Title
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Downloaded it and tested it out. Quite nice except for a few problems. The first is sound. There was none. I tried loading other DS Roms and sound worked so if you had any, it wasn't playing. Second, it's very...rough. The animations of the case selection, starting it up and even the backgrounds are out of place. They don't move as they should.

Also in PW games, the name box doesn't stretch to accommodate long names. What happens is that the font itself get's smaller and 'packs' in. It's a good demo though, but personally, I don't believe it's up to the quality as some of the other case makers. Of course, this is the...demo of the beta version?
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Re: LuAA - Nintendo DS CasemakerTopic%20Title
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Ptapcc wrote:
Downloaded it and tested it out. Quite nice except for a few problems. The first is sound. There was none. I tried loading other DS Roms and sound worked so if you had any, it wasn't playing. Second, it's very...rough. The animations of the case selection, starting it up and even the backgrounds are out of place. They don't move as they should.

Also in PW games, the name box doesn't stretch to accommodate long names. What happens is that the font itself get's smaller and 'packs' in. It's a good demo though, but personally, I don't believe it's up to the quality as some of the other case makers. Of course, this is the...demo of the beta version?


This is the demo of the BETA version ^^

Sound hasn't been incorporated yet; purely due to the fact that I haven't worked on it so far. The animations shouldn't be rough... however, I haven't touched AA in a long time so the emulation may not be perfect. The backgrounds are out of place? How so?

I know in PW games that the name box doesn't stretch. However, this is a temporary efficient way to load nameboxes (less work on your part). I will add "PWLib-style" functionality to load nameboxes in for you.

I realize you want a PERFECT AA casemaker. Your input is appreciated ^^

ShadowEdgeworth wrote:
Nice demo, it's really good to see LuAA in motion. Just a question, the games don't have to be exported in a DS.GBA format do they? :gregory:


No, there is a .nds/.sc.nds version as well for people with other flashcards. Those will run on the PC/Mac OSX/Linux as well.

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Re: LuAA - Nintendo DS CasemakerTopic%20Title
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B12Core wrote:

This is the demo of the BETA version ^^

Sound hasn't been incorporated yet; purely due to the fact that I haven't worked on it so far. The animations shouldn't be rough... however, I haven't touched AA in a long time so the emulation may not be perfect. The backgrounds are out of place? How so?

I know in PW games that the name box doesn't stretch. However, this is a temporary efficient way to load nameboxes (less work on your part). I will add "PWLib-style" functionality to load nameboxes in for you.

I realize you want a PERFECT AA casemaker. Your input is appreciated ^^



Ah, so that's why there was no sounds. As I was progressing through the trial, the backgrounds 'jumped'. When you moved to a new background or the screen shaked, the background was out of place. This happened in the intro and when Objection came onto it as well.

PWlib style nameboxes? But that is the general way AA games have nameboxes...unless you mean how custom ones are made. I'm only giving you pointers- I want you to make this engine the best you can make it, though as I said, I'll probably only make a port after I've finished the PWlib version.
Image
Re: LuAA - Nintendo DS CasemakerTopic%20Title
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Ptapcc wrote:
B12Core wrote:

This is the demo of the BETA version ^^

Sound hasn't been incorporated yet; purely due to the fact that I haven't worked on it so far. The animations shouldn't be rough... however, I haven't touched AA in a long time so the emulation may not be perfect. The backgrounds are out of place? How so?

I know in PW games that the name box doesn't stretch. However, this is a temporary efficient way to load nameboxes (less work on your part). I will add "PWLib-style" functionality to load nameboxes in for you.

I realize you want a PERFECT AA casemaker. Your input is appreciated ^^



Ah, so that's why there was no sounds. As I was progressing through the trial, the backgrounds 'jumped'. When you moved to a new background or the screen shaked, the background was out of place. This happened in the intro and when Objection came onto it as well.

PWlib style nameboxes? But that is the general way AA games have nameboxes...unless you mean how custom ones are made. I'm only giving you pointers- I want you to make this engine the best you can make it, though as I said, I'll probably only make a port after I've finished the PWlib version.


Yeah, I found the shake glitch last night and fixed it up. The Objection/Hold It/Take That animations shouldn't be shaking the background, though. I know that AA does not make their nameboxes by drawing the text onto the screen. This was just a temporary function I had implemented because I was trying to emulate PyWright's old name function. Capcom also does it in photoshop before hand and loads it on the screen (AFAIK).

And good luck with your game! :phoenix: After the release of BETA 1, I will be making sure I make LuAA as pin-point accurate to PW as possible; most likely going to use PWLib/PyWright's code as a reference.

Also note when porting that PWLib's code and LuAA's code are very different. LuAA's code system is based off PyWright, which uses a very (and when I say very, I mean it) flexible and simple scripting system. PWLib is based off AHLSL, a language that KSA_Tech made himself.

The main difference is:

AHLSL:
Code:

If statements:

if(<compare([currentitemcode],"equal",902)>,<jumptoscript("presenttrucyevidencecorrect")>,<jumptoscript("presenttrucyevidencewrong")>);

Setting variables:

setvar([pw_examinemaxplaces],1);

Dynamic events:

runscript("pw_setnameboxtonoone");
messageauto("(Show what proves that Trucy is \na magician!)");
runscript("pw_forcepresent");
waitsignal("advance",[signal]);


Lua:

Code:

If Statements:

if currentItem.code == 902 then
     goto( "presenttrucyevidencecorrect" )
else
     goto( "presenttrucyevidencewrong" )
end

Setting variables:

pw_examinemaxplaces = 1

Dynamic events:

goto_dynpst()
say("(Show what proves that Trucy is a magician!)")  -- LuAA will automatically create a new line for you, \n is not needed


Also, Lua is a more common programming language, so you most certainly won't need to rely on me for help all the time. There are also many Lua references in which you can get help if you'll ever need it (I'm pretty sure you won't).

Analyzing this right now, however, PWLib's interrupt system is a very smart one; I believe PyWright also incorporates this. I am still using the AADS perspective on the API so I am going to probably implement this.

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Re: LuAA - Nintendo DS CasemakerTopic%20Title
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Implemented the PWLib/PyWright interrupt system for dynamic events (coding is a lot easier now, I must say ^^)

I'm going to be releasing LuAA within the next 2 weeks; I've got my exams coming up soon and I plan on doing well on those (the courses I am taking right now are higher level, somewhat like AP) so I won't be working as much on LuAA as I would like. However, still expect a release soon enough.

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Re: LuAA - Nintendo DS CasemakerTopic%20Title
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B12Core wrote:
Implemented the PWLib/PyWright interrupt system for dynamic events (coding is a lot easier now, I must say ^^)


wait, can you explain what that is?
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Re: LuAA - Nintendo DS CasemakerTopic%20Title
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Attorneyatlawl wrote:
B12Core wrote:
Implemented the PWLib/PyWright interrupt system for dynamic events (coding is a lot easier now, I must say ^^)


wait, can you explain what that is?


Before:

Code:
function attorney_badge()
     say("It was this ATTORNEY BADGE!")
end

function main()
.
.
.
     goto_dypst()
     say("Ok, show me the evidence that proves the contradiction.")
.
.
.
end


Now:

Code:
function main()
.
.
.
     goto_dypst()
     say("Ok, show me the evidence that proves the contradiction.")
     if presentedItem == attorney_badge then
          objection()
          say("It was obviously this attorney badge.")
     else
          say("It was this ".. presentedItem.name .. "!") -- This is neat ^^, if the player presents his cell phone, presentedItem.name would be "Cell Phone", thus making the message say "It was this Cell Phone!"
          say("Right...? Was it? Oh no :(")
     end
end
.
.
.
end


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Re: LuAA - Nintendo DS CasemakerTopic%20Title
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B12Core wrote:
Attorneyatlawl wrote:
B12Core wrote:
Implemented the PWLib/PyWright interrupt system for dynamic events (coding is a lot easier now, I must say ^^)


wait, can you explain what that is?


Before:

Code:
function attorney_badge()
     say("It was this ATTORNEY BADGE!")
end

function main()
.
.
.
     goto_dypst()
     say("Ok, show me the evidence that proves the contradiction.")
.
.
.
end


Now:

Code:
function main()
.
.
.
     goto_dypst()
     say("Ok, show me the evidence that proves the contradiction.")
     if presentedItem == attorney_badge then
          objection()
          say("It was obviously this attorney badge.")
     else
          say("It was this ".. presentedItem.name .. "!") -- This is neat ^^, if the player presents his cell phone, presentedItem.name would be "Cell Phone", thus making the message say "It was this Cell Phone!"
          say("Right...? Was it? Oh no :(")
     end
end
.
.
.
end


ah ok i get it now :pearl:
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Re: LuAA - Nintendo DS CasemakerTopic%20Title
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Glad you do :)

Because LuAA's application programming interface is based around one central core, the game script can derive functions from any portion of the engine.

For instance:

addev(attorney_badge)
say( "Hi, here's your badge!" )
say( evidence[ table.maxn(evidence) ].name .. "has been added to the court record." )
addev(gun)
say( "Here's a gun." )
say( evidence[ table.maxn(evidence) ].name .. "has been added to the court record." )

This is what the game would output:

Hi, here's your badge!
Attorney Badge has been added to the court record.
Here's a gun.
Gun has been added to court record.

Again, sorry about the delay, I've been a little busy with school lately.

My last exam is on January 29th. Expect LuAA to be shipped out with the demo fan case by February 5th.

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Re: LuAA - Nintendo DS CasemakerTopic%20Title
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Question I've Wanted To Ask.

Is LUA the scripting language most nds games are programmed in?

if not, how do you get it to work on ds?
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Re: LuAA - Nintendo DS CasemakerTopic%20Title
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Attorneyatlawl wrote:
Question I've Wanted To Ask.

Is LUA the scripting language most nds games are programmed in?

if not, how do you get it to work on ds?


Lua is an open-source "framework" programming language based of C. The Micro Lua DS community attached the Lua package onto the DS, allowing the DS to read Lua files from the FAT filesystem. From there, I incorporated EFSlib, adding an embedded file system to the DS file (being able to compile a ROM like an Nintendo game, having all the data files contained WITHIN the ROM, not outside, allowing for a stand-alone ROM).

The ROM's internal code reads Lua files from FAT, and interprets them; LuAA is built up in several .lua files outside of the ROM, each individually read into the DS, in the EFS.

Long story short, C++/C is usually the language most Nintendo DS games are built in. I incorporated Micro Lua DS's Lua structure for LuAA for the API and compatibility on any operating system without the installation of previous files.

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Re: LuAA - Nintendo DS CasemakerTopic%20Title
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Can you insert custom characters/OCS into LuAA?
I don't think I've seen anyone ask this yet.
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Re: LuAA - Nintendo DS CasemakerTopic%20Title
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Attorneyatlawl wrote:
Can you insert custom characters/OCS into LuAA?
I don't think I've seen anyone ask this yet.


Of course!

Most casemakers automatically have the ability to insert custom characters/OCs once they have a spriting system up for the official sprites.

I feel that the API is fairly straight forward in terms of use; it's a lot easier to learn/use than other casemakers that require programming, IMO (based off the fact that the syntax is a lot more dimmed down than other languages).

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Re: LuAA - Nintendo DS CasemakerTopic%20Title
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Haven't been able to work on this lately; will be working hard on school for the time being.

However! I have seen that I am currently lacking in the following features:

1. When presenting evidence, Objection! is played at the same time as Phoenix appearing on the bottom screen, in front of a blaring green background.
2. When adding evidence, the evidence box with details shows up on the top screen and the bottom screen has the court record.

These will be next on my list of what to do for LuAA ^^

Any other suggestions are welcome, I just played GS1 right now to rip some graphics I needed for LuAA; that's why I was able to find out what I was missing.

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Re: LuAA - Nintendo DS CasemakerTopic%20Title
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^^

Added :

- Alpha Fading in and out of characters (when characters turn transparent when entering a scene)
- Brightness Fading in and out of scenes
- Adding evidence animation

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Re: LuAA - Nintendo DS CasemakerTopic%20Title
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B12Core wrote:
^^

Added :

- Alpha Fading in and out of characters (when characters turn transparent when entering a scene)
- Brightness Fading in and out of scenes
- Adding evidence animation



Nicely done!
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Re: LuAA - Nintendo DS CasemakerTopic%20Title
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B12Core wrote:
- Alpha Fading in and out of characters (when characters turn transparent when entering a scene)



SQUEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
I remember when CR was cool and Croik was the only one in charge.

I also remember when we used to have respectable members. :(
Re: LuAA - Nintendo DS CasemakerTopic%20Title
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Image

:)

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Re: LuAA - Nintendo DS CasemakerTopic%20Title
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B12Core wrote:
Image

:)


Woah, that's SHWEET!
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Re: LuAA - Nintendo DS CasemakerTopic%20Title
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Attorneyatlawl wrote:
B12Core wrote:
Image

:)


Woah, that's SHWEET!


yooo, no big ;)

ImageImageImage

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Re: LuAA - Nintendo DS CasemakerTopic%20Title
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B12Core wrote:
Attorneyatlawl wrote:
B12Core wrote:
Image

:)


Woah, that's SHWEET!


yooo, no big ;)

ImageImageImage


That's almost perfect.

In the first screenie, isn't there supposed to be a small silhouette of Phoenix/Apollo/Whatever on the bottom right?
Image
Image
Re: LuAA - Nintendo DS CasemakerTopic%20Title
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For now, LuAA's background is just drawn; no images are loaded for the bottom screen background.

The reason why is that placing a background on the bottom screen takes resources, resources that could be potentially used on the top screen.

I only get a set amount of tiles (8x8 set of pixels) to use, mind you.

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Re: LuAA - Nintendo DS CasemakerTopic%20Title

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It looks fantastic B12Core. Can't believe we will actually be able to play a custom Ace Attorney game on the Nintendo DS in the future that looks so genuine. Good work!
Re: LuAA - Nintendo DS CasemakerTopic%20Title
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Peter wrote:
It looks fantastic B12Core. Can't believe we will actually be able to play a custom Ace Attorney game on the Nintendo DS in the future that looks so genuine. Good work!


^^ I hope to get a demo out (probably without sound, though) by the end of this week, with full functionality of the PW components.

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Re: LuAA - Nintendo DS CasemakerTopic%20Title
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I just implemented sound right now;

I was extremely freaked out by this, sound was extremely choppy/laggy on no$gba when I first implemented it.

However, now that I've found out the use of NO$ZOOMER, the problem is solved. Sound/gameplay run at full speed without issues. I will be including NO$ZOOMER with BETA 1.

Image
priceless.
Re: LuAA - Nintendo DS CasemakerTopic%20Title
User avatar

That lovable troll.

Gender: Male

Rank: Decisive Witness

Joined: Wed Apr 25, 2007 10:28 pm

Posts: 231

No$GBA is shit >>

Use DeSmuMe :keiko:
I remember when CR was cool and Croik was the only one in charge.

I also remember when we used to have respectable members. :(
Re: LuAA - Nintendo DS CasemakerTopic%20Title
User avatar

LuAA Developer

Gender: Male

Rank: Prosecutor

Joined: Thu Jan 01, 2009 4:46 pm

Posts: 607

Eco wrote:
No$GBA is shit >>

Use DeSmuMe :keiko:


DeSmuME uses an OpenGL 3D renderer, which runs slower and doesn't even draw stuff the ROM tells it to.

No$GBA has their own no$gba 3D renderer, which runs faster. Also, all features that are supposed to be drawn in are indeed drawn in.

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Re: LuAA - Nintendo DS CasemakerTopic%20Title
User avatar

I have returned!

Gender: Male

Rank: Decisive Witness

Joined: Thu Jul 02, 2009 7:53 pm

Posts: 264

B12Core wrote:
Eco wrote:
No$GBA is shit >>

Use DeSmuMe :keiko:


DeSmuME uses an OpenGL 3D renderer, which runs slower and doesn't even draw stuff the ROM tells it to.

No$GBA has their own no$gba 3D renderer, which runs faster. Also, all features that are supposed to be drawn in are indeed drawn in.


so what your saying is that LuAA will have support for 3d evidence examining?
Image
Image
Re: LuAA - Nintendo DS CasemakerTopic%20Title
User avatar

LuAA Developer

Gender: Male

Rank: Prosecutor

Joined: Thu Jan 01, 2009 4:46 pm

Posts: 607

Attorneyatlawl wrote:
B12Core wrote:
Eco wrote:
No$GBA is shit >>

Use DeSmuMe :keiko:


DeSmuME uses an OpenGL 3D renderer, which runs slower and doesn't even draw stuff the ROM tells it to.

No$GBA has their own no$gba 3D renderer, which runs faster. Also, all features that are supposed to be drawn in are indeed drawn in.


so what your saying is that LuAA will have support for 3d evidence examining?


No, Micro Lua DS works off 3D textures off a 2D system.

However, devKitPro has functionality for dealing with 3D. I will look into it.

Image
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Re: LuAA - Nintendo DS CasemakerTopic%20Title
User avatar

LuAA Developer

Gender: Male

Rank: Prosecutor

Joined: Thu Jan 01, 2009 4:46 pm

Posts: 607

Code:
_G["Studio Path"] = function()
   fade_in( SCREEN_UP, 1 )
   newbg( "locations/globalstudiocamera", 256 )
   fade_out( SCREEN_UP, 1 )
   newhotspot(61, 2, 182, 34, "Welcome Sign")
   newhotspot(109, 45, 71, 59, "Broken Statue")
   newhotspot(34, 25, 27, 29, "Camera")
   newhotspot(196, 70, 40, 25, "Studio One Entrance")
   newmov(gs_gate, gs_studio2)
   interact = function(mode, selected)
      if mode == EXAMINE then
         if selected == "Welcome Sign" then
            msg("(What a welcoming sign...)")
         elseif selected == "Broken Statue" then
            msg("(Looks like it's still broken. Hmm.)")
         elseif selected == "Camera" then
            msg("(Hmm, the camera's model number is SC-2M0.)")
         elseif selected == "Studio One Entrance" then
            msg("(There's no point in entering Studio One today...)")
         end
         goto("examine")
      elseif mode == MOVE then
         goto(selected)
      end
   end
   goto("interaction")
end

_G["Global Studio's Gate"] = function()
   fade_in( SCREEN_UP, 1 )
   newbg( "locations/globalstudioentrance", 256 )
   newspeaker( "", SFX_TYPEWRITER )
   newalign(ALIGN_CENTER)
   newcolor("00FF00")
   fade_out( SCREEN_UP, 1 )
   interact = function(mode, selected)
      if mode == EXAMINE then
         newspeaker("Phoenix")
         newcolor("6BC6F7")
         if selected == "Security Booth" then
               msg("(The security booth containing images from various security cameras in the park.)")
            if gumshoeIsGone == true then
               msg("(Hmm... it looks like all the camera IDs are here...)")
               msg("(Which camera would have the images I want?){next}")
               goto("dynamicoptions", "SC-4G8", "SC-2M0", "SC-8Z1")
               if selected == "SC-4G8" or selected == "SC-8Z1" then
                  msg("(Doesn't look like this one has anything I need...){next}")
               else
                  msg("(...? Wait a second...)")
                  msg("(This could come in handy!)")
                  addev(photo)
                  showaddev(evidence[ table.maxn(evidence) ])
                  newspeaker("")
                  msg(evidence[ table.maxn(evidence) ].name .. " added to the court record.{next}")
               end
            else
               newspeaker("Gumshoe")
               newcolor("FFFFFF")
               newemo("mad")
               msg("WHAT ARE YOU LOOKING AT, PAL?!")
            end
         elseif selected == "Gate" then
            msg("(The fenced, metal gate used to blockade the entrance for Global Studios.)")
            msg("(Apparently, there's been a lot of fanboys sneaking in lately...)")
         elseif selected == "Van" then
            msg("(A random van is parked in the parking lot.)")
         elseif selected == "Sign" then
            msg("(A sign illustrating Global Studio's map.)")
         else
            msg("(Nothing interesting here...)")
         end
         if hasev(photo) == true then
            msg("(I think I'm ready for tomorrow's trial...)")
            msg("(Or at least, I better be ready...)")
            goto("District Lobby")
         end
         goto("examine")
      elseif mode == MOVE then
         if gumshoeIsGone == true then
            goto(selected)
         else
            newspeaker("Gumshoe")
            newcolor("FFFFFF")
            newemo("mad")
            msg("Don't be entering the crime scene now!{next}")
            goto("move")
         end
      elseif mode == TALK then
         newspeaker("Gumshoe")
         newcolor("FFFFFF")
         if selected == "Defendant" then
            newemo("normal")
            msg("The victim's name is Yak Uza.")
            if hasev(pr_yakuza) == false then addev(pr_yakuza) end
            newemo("confident")
            msg("He's had a history with the mafia... sort of had it coming.")
            newemo("side")
            msg("Don't worry though, I think we found our man.")
            newemo("mad")
            msg("This guy did it for sure! I'm telling you!")
            if hasev(pr_furio) == false then addev(pr_furio) end
            newemo("pumped")
            msg("They call him 'The Tiger'. He's a crook! His name's {newcolor(F77339)}Furio Tigre{newcolor(FFFFFF)}.")
            msg("All the evidence points against him, including his gun.")
            if hasopt("Murder Weapon") == false then
               addtlk("Murder Weapon")
            end
            newemo("disheartened")
            msg("Oops. Pretend I didn't say that.{next}")
         elseif selected == "Murder Weapon" then
            newemo("laughing")
            msg("I guess the cat's out of the bag.")
            newemo("normal")
            msg("That Furio Tigre guy used his pistol.")
            newemo("thinking")
            msg("Or at least I think it's his pistol.")
            newemo("mad")
            msg("Anyways, he's a CROOK! I'm telling you!")
            newemo("disheartened")
            msg("I'm afraid I don't have the pistol on me.")
            newemo("confident")
            msg("But we also found a {showbullet()}bullet in the victim's body.")
            if hasev(report) == false then
               newemo("normal")
               msg("Here's the autopsy report.")
               addev(report)
               showaddev(evidence[ table.maxn(evidence) ])
               newspeaker("")
               newcolor("6BC6F7")
               msg(evidence[ table.maxn(evidence) ].name .. " added to the court record.{next}")
               newcolor("FFFFFF")
               newspeaker("Gumshoe")
            else
               newemo("normal")
               msg("The pistol used 8 mm bullets.{next}")
            end
         elseif selected == "Decisive evidence" then
            newemo("normal")
            msg("The killer's fingerprints on the pistol match a set at the crime scene.")
            newemo("thinking")
            msg("The set is on a bottle of expired soy milk, pal.")
            newemo("laughing")
            msg("Yeah, we got a sour killer out there.")
            msg("Hahaha... pal.{next}")
         end
         if hasev(pr_furio) == true and hasev(report) == true and talked["Decisive evidence"] == true then
            msg("Hmm... looks like I gotta get back to the precinct.")
            newemo("mad")
            msg("Don't be nosing around, pal!")
            gumshoeIsGone = true
            newchar( nil )
            newspeaker( nil )
            alpha_out( SCREEN_UP, 1, "art/char/Gumshoe/mad(talk)", 1024 )
            goto("interaction")
         else
            goto("talk")
         end
      elseif mode == PRESENT then
         newspeaker("Gumshoe")
         newcolor("FFFFFF")
         if selected == "Dick Gumshoe" then
            newemo("confident")
            msg("Handsome, aren't I?{next}")
         elseif selected == "Attorney Badge" then
            newemo("side")
            msg("I already know you're an attorney...{next}")
         elseif selected == "Autopsy Report" then
            newspeaker("Phoenix")
            msg("Why is the time of death unknown?")
            newspeaker("Gumshoe")
            newemo("pumped")
            msg("Because it IS! Can't you read?!")
            newspeaker("Phoenix")
            newcolor("6BC6F7")
            msg("(sheesh...){next}")
            newcolor("FFFFFF")
         else
            newemo("thinking")
            msg("Why are you showing me this?{next}")
         end
         goto("present")
      end
   end
end

------------------------------------------------------------------------------
-- LOCATION VARIABLES
------------------------------------------------------------------------------

gs_gate = {
   name = "Global Studio's Gate",
   pic = "move/globalstudioentrance.gif",
}

gs_entrance = {
   name = "Studio Path",
   pic = "move/globalstudiocamera.gif",
}

gs_studio2 = {
   name = "Studio 2",
   pic = "move/globalstudio2a.gif",
}

gs_studio2van = {
   name = "Studio 2 Cottage",
   pic = "move/globalstudiovan.gif",
}


Just some sample code for LuAA:

Interact is a recursive function that places the game in a "virtual" loop.

Basically, the player calls "Interact" whenever examining objects, talking, moving or presenting evidence. Then the Interact function will bring the player back to the Interaction menu (Examine/Move/Talk/Present), where the player will then call it again after examining objects, talking, moving or presenting evidence.

I am very satisfactory with this recursive structure at the moment; I am using the same structure for Testimony as well. This makes programming a lot easier and faster -- not to mention a lot more efficient.

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Re: LuAA - Nintendo DS CasemakerTopic%20Title
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Exorcist Apprentice

Gender: Male

Rank: Desk Jockey

Joined: Sat Apr 18, 2009 11:47 am

Posts: 90

sorry but can't you make a tutorial ? it will be more easy for me :larry: I'm sorry for this
Re: LuAA - Nintendo DS CasemakerTopic%20Title
User avatar

LuAA Developer

Gender: Male

Rank: Prosecutor

Joined: Thu Jan 01, 2009 4:46 pm

Posts: 607

Raul Paz wrote:
sorry but can't you make a tutorial ? it will be more easy for me :larry: I'm sorry for this


haha sure.

Docs will be included in the demo case. It's all pretty basic programming (as long as you get if/elseif down, you've got it covered).

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