mercurialSK wrote:
First, judging by the long time it took to load all the images, I'm assuming you've merged the AAI mini sprites into the background? I have no idea about AAO V5 but in AAO V6 you can use multiple foregrounds on a place and have actions to hide or show each one. This would lead to much more efficient loading and bandwidth usage.
Some of the minis are part of the background, others are individual character animations (Like Mini Edgeworth's talking with arms crossed) I might try saving this and making a copy in AAOv6, but because I haven't used trial maker v6 at all, I'm not so sure how different it is to v5's editor.
mercurialSK wrote:
Also, during loading, it's possible to see all the profiles that you don't want shown (like Edgeworth's). Apparently v5 assumes that if there's no frame that reveals the profile, it should always be visible, and the way to fix this is to have a frame that shows them located in a place that can't be reached (I may need correction on this one).
That's just a thing in v5 I think. I don't mind if in the loading, they appear. (It's only for a few seconds, then they'll go away once the game starts). If it will contain spoilers, then I'll make sure to hide them during the image loading!
mercurialSK wrote:
I also have no idea what the problem is, but the sprites (Edgeworth's, mainly) keep shifting left and right? I suspect it might be an alignment issue... are the sprites cropped or is there transparency around them the size of the screen? They also seem a bit too in the centre for AAI. I know V6 has sprite display options that have AAI settings. Maybe V6 would be better.
The main character sprites (Edgeworth, Gumshoe and Franziska) are all from Court Record's Sprite Animation's page, so who animated them must've been a little off centre. I can easily animate them myself to fix this in the future.
mercurialSK wrote:
Your original sprites also don't have the same like quality that the canon sprites have, this is really noticeable when Phoenix's sprites change. This is salvageable without needing to redo them though. If your lineart is on a separate layer, try duplicating it once or twice to darken it some more, and perhaps Sharpen the entire image. (If you have Photoshop, you want the Unsharp Mask or Smart Sharpen filters for this.) If that's not enough, reduce the number of colours (with careful settings rather than automation), though I don't think that would be really necessary.
The Phoenix sprites will all be from scratch (hopefully), so any AJ sprites used now are just fillers. (But I will darken those lines in the future sprites!)
mercurialSK wrote:
Finally, Logic Chess. This was actually really weird for me because I hadn't seen the actual Logic Chess before I tried the demo. So I didn't understand that the health bar was being used as a timer, maybe it would be good to elaborate on that further. Actually, how is the timer being implemented? Is it actually timing anything?
The second thing that I thought needed extra graphics was when the black pieces disappeared... there's no need to do that thing the game actually uses with the shattering, but even some random explosion or fading away transition would explain a bit more than it just vanishing. Though, now I've watched the actual Logic Chess in action, I get what's happening now so it's not as big of a deal.
I know in the proper Logic chess, it's meant to be a timer, but on AAO's forums someone suggested at each question asked, just deplete the bar a little, instead of it going down (As I have no idea how to make it a timer).
Yeah, the pieces breaking is something I need to work on, I initially was thinking of screencapping each shattering piece frame from GK2, but I can't now, so I might just have to use a little explosion animation.