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Re: New CasemakerTopic%20Title
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Gavin Texas Ranger

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Getting a program you're writing yourself to make a new file is hard enough, getting that file to save is a whole new ballpark, like jumping from Easy to Hard on Guitar Hero, or some other, better, metaphor because I can't think of a good one.
Re: New CasemakerTopic%20Title
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I know a bit about how the real Gyakuten Saiben engine works a bit, and some of the things it does make it easier to program and make cases. Keep in mind this is not 100% accurate. The DS versions work a bit differently too, so keep that in mind as reading this.

http://www.forums.court-records.net/viewtopic.php?f=8&t=5774

Originally, I was going to include that in this post, but it got so long and interesting I thought it deserved it's own topic. :keiko:

Also, I might recommend Python as a language to program a case maker in it. It's very object-oriented, even more than C++. In fact, it could work like, one person writes the court record, another person writes the text boxes, another person makes the editor, etc., where you could just plug different parts of PW in.

Hope it helps!

Also...
DaemonForce wrote:
As soon as I read the C++ part I stopped reading. It's a powerful thing but it's not practical.

It's not that C++ isn't practical. It's just hard. :karma:
Re: New CasemakerTopic%20Title

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Guys, kanadakid's case editor is great, maybe even amazing, and its not far off from completion, there is no need to fret about any saving systems or other garbage, because this dudes a genius and has it under control. I haven't actually been able to run the uncompleted version yet, but I've seen the code, and its good. So don't worry!
Re: New CasemakerTopic%20Title
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Wibbly wobbly timey-wimey stuff

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Wow! It's almost done already? I saw the "User-Friendly" version of the website (that describes everything that's done) and it looks really cool! I'm already pondering the cases I'll make with it.
My major question is: How versatile will it be? MechBowser let you have any backgrounds you wanted, any characters (When formatted correctly), any scenery (With movement commands to boot), etc. I'm hoping this will have lots of versatility and I have faith.
Another question I have is: Will it be easier to use than MechaBowser's? I hope so, for the sake of those that aren't patient. (Unlike me; I'm rather patient.)
Keep up the good work!
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Re: New CasemakerTopic%20Title
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Diego and Mia forever

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Well, if I could figure out how to install it, I'd download it all and test it out... :yuusaku: But I can't figure that out when my brain is fried :yuusaku:
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Re: New CasemakerTopic%20Title
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KanadaKid's case maker looks great from the screenshots! Of course, a couple things are a bit off, but hey, that's expected. Although, those of us who have dreams to create a case maker, I'd reccomend going GBA style. It'd be easier to code.

Also, evidently there is no documentation as of yet in KanadaKid's case maker, so releasing a beta right now might induce a "Now what?" feeling in the beta testers.

I can help with the documentation, though. I wrote complete documentation on the pathetic case maker I made in VERGE. (Yes, you heard me right. VERGE.)

Example of documentation:
Code:
IMAGE
Background|Foreground|ForegroundMouth|TopForeground

This changes the images shown on the top. Foreground and ForegroundMouth are (supposed to be) the character pictures. Foreground should be the picture with their mouth closed, and ForegroundMouth should be the picture with their mouth open. TopForeground is a picture that is show above Background and Foreground. It is used for things like the desks in courtroom, which appear in front of the characters. All images should reside in "Graphics" folder.


The case maker actually worked, but I didn't time the loops correctly, so on most computers it ran really slow. Besides, the animations only could have two frames, there were no profiles, no text effects (not even pausing the text), and no courtroom scrolling. But it did have choices and evidence presenting.
Re: New CasemakerTopic%20Title
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I know, Wright?

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I just got around to looking at your Case Editor, KanadaKid (well, the screenshots, anyway. I'm too much of a noob for the code to mean anything to me). It looks really awesome :redd: I'm so glad that you can conduct investigations and stuff (and change the text colour! Something so small has never made me so happy!). Can you do fingerprinting too? That would be really cool :scientific:

How versatile is it? Because, in my uber-noob way of seeing it, it looks like something like this could be used to create any visual novel sort of game. With some minor changes, like having the option to change the text on the 'Court Record' button and change the background picture on the lower screen, etc etc, you could be able to create something like...
Dick Gumshoe: Secret Agent
That would be friggin' sweet.
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Re: New CasemakerTopic%20Title
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Wibbly wobbly timey-wimey stuff

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HELL YEAH! If you made it, I'd play it, pal! :gumshoe:
Thank you for reading. I hope you have a wonderful day.
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Re: New CasemakerTopic%20Title
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Local Unassuming Guy

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I have a penchant for writing long, and vague posts, and here goes one now... ~

@Slezak: backgrounds, sprites, evidence, characters, music, sound effects, and random images involving monkeys are all customizable. As for user-friendliness, I'm trying to make it easy to use. I also wanna throw in so much documentation, that you'll probably go blind, but in a good way. At the end of the day, assuming this all gets done, I'm hoping for this whole thing to work out nicely (keyword: hoping).

@Marshmello: as for versatility, I aim to make it more flexible than a cheap hooker at a strip joint. That idea you mentioned could (in theory) be possible to do, but I'm not sure yet if I'll make the interface stuff (buttons, etc) customizable. Much like DaemonForce said, I wanna adhere to the actual games as closely as possible. I'll keep what you said in mind, though.

BigFish wrote:
I know a bit about how the real Gyakuten Saiben engine works a bit, and some of the things it does make it easier to program and make cases. Keep in mind this is not 100% accurate. The DS versions work a bit differently too, so keep that in mind as reading this.

http://www.forums.court-records.net/viewtopic.php?f=8&t=5774


That was a good post. As a matter of fact, I implemented the script in my case editor almost exactly like what was mentioned there; at its simplest level, it's all text with specialized commands. The only downside is that the potential for user error is that much greater, and the ensuing headaches are bound to drive people mad. However, I'm throwing in a layer of user-friendliness (dialogs, GUI crap) that should make writing cases much simpler.
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Re: New CasemakerTopic%20Title
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So it has visual tools, but you can also write the scripts yourself too? Cool. Just wondering, what's the syntax for scripts? I'm pretty used to Comeback Courtroom's syntax by now, but it's not very user friendly (Although the text effect markup is genius.).

On a different topic, I'm completely willing to be a beta tester and to write some documentation too. The only issue that might come up with beta testing is that I have dialup, and large downloads (20+ MB) might be an issue.

I'm glad my post helped! :edgy:
Re: New CasemakerTopic%20Title
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Diego and Mia forever

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If you build it, we will come XD
I'd be more than willing to write a step by step guide for this, once I get a copy ^^ Kinda like what I did for the other casemaker ^__^
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Re: New CasemakerTopic%20Title
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Local Unassuming Guy

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BigFish wrote:
Just wondering, what's the syntax for scripts?


Here is a lame sample:
Quote:
{*speaker:phoenix_wright;*}
I like donuts.\n
\+But not with sprinkles!!

{*goto:next_part_2;*}


Daunting? No fear, read on.

Anything in between {* *} is a command, and dialogue control is involves a backslash followed by a specific character (in this case, a +, which speeds up the dialogue, or an n which starts a new line). Anything else is, well, spoken dialogue. Of course, commands and dialogue control bits are all colored differently, very much like my half-assed attempt in the above script. This way, the user can distinguish very easily between what's dialogue and what isn't. Moreover, like I said, I have already implemented GUI stuff for all commands, so the likelihood of a user manually typing everything out isn't at all the great. Finally, I will eventually add a debug mode to the player, so if the user does screw up, at least they'll get a hint as to what went wrong.

On a different note, I may change that stupid syntax for commands to something easier, like the BBcode on this forum for example. But the best way to know is to release a beta and get users' complaints, and death threats against my cat. :)
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Re: New CasemakerTopic%20Title
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Diego and Mia forever

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Well, if you make a beta and send it to me, either through PM on here or email elsewhere, I'll try it out, and as an added bonus, I won't give you or your kitty death threats! Just let me know, okay? :edgy:
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Re: New CasemakerTopic%20Title
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Wibbly wobbly timey-wimey stuff

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Looks good so far. One thing I didn't really like about Mecha's Case Maker was that you could change the speed of the text, but you had to make a WHOLE NEW message line for it. It looks like here, we'll be able to speed up and slow down the text mid-message with control characters. I did like how the range of speeds was great, from reeeeaaaally sloooooow to sofastyoucouldbarelyreaditintime, and you could even make message appear instantly. Do you have specific speed controller characters, for example \s7 so you can select any speed you want? And how will colors work? Will it be the same way, with a control character like \c1? Man, I want to learn to code because it looks so interesting, but yet so formidable at the same time... But it's just like learning to speak a new language. You start with basics, and then begin getting the syntax down. Then you can take it and run, doing creative things with it... I'd probably better stop now because I know I'm rambling...
Thank you for reading. I hope you have a wonderful day.
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Re: New CasemakerTopic%20Title
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Local Unassuming Guy

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Yes, you can speed up the text significantly in one shot, like this: \+9. This means that the text will go, you guessed it, nine times faster than its normal speed. Colors will work the same way, but I want to think of an easier way to write the control characters, other than, say, \g for green or \b for blue. Something with *pizazz* is what I'm looking for.
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Re: New CasemakerTopic%20Title
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This sounds good. :phoenix:
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SO I was stuck all day inside the changing room with nothing but a glued on bra.

Panty thief strikes again! :-P
Re: New CasemakerTopic%20Title
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The kind of judge you can trust

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This will rule, pal. Gumshoe declares it.

YEEEEEAAAAAHHHHHH!

Seriously, if you pull this off, I will love you forever. Opens a whole new door for fandom :)
Re: New CasemakerTopic%20Title
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When I read this, it made me so happy I actually burst into song. Just like in musical theater!
:eh?: "If I was kiddin' you, I'd be wearin' a fez and no pants." - Lennie Briscoe
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Re: New CasemakerTopic%20Title
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Wait. Does /+7 add 7 to the current speed, or set the speed to 7?
Re: New CasemakerTopic%20Title
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If you're still accepting beta testers, I volunteer <3

It's looking awesome! I can already see the new section on these forums for playable fan cases! THANK YOU so much for making this, good luck with the rest of the development!

Do you have a thread somewhere around here for discussion of your Casemaker, KanadaKid? Or is this it? :P

P.S.
StBacchus wrote:
When I read this, it made me so happy I actually burst into song. Just like in musical theater!
lol please see my signature :P
Re: New CasemakerTopic%20Title
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BigFish wrote:
Wait. Does /+7 add 7 to the current speed, or set the speed to 7?


I guess that's a little confusing, now that I think about it myself, so I'll explain it in detail.

Beware; spooky technical jargon ahead:
Anyway, the default speed for text involves a 50 millisecond pause in between characters. Each time you stick a \+1 in there, the speed is increased by decreasing the waiting time down 10 milliseconds a pop. So in this case, if you do add a \+7, it will reduce the pause by 70 milliseconds, which therefore makes the waiting time nonexistent, since the time is clamped to a range of [0,100] milliseconds. This will make your dialogue fly by fasterthanthefistofanangrygod. On the flip side, if you stick in a \-1 in your script (which is the control character to slow down the text), it will do the opposite and increase the waiting time by 10 milliseconds each. Confusing? Perhaps.

I'll probably end up changing that impractical 10 ms interval down to 5 ms, so that way, you have better control over the speed of the text. More on that later.

And about beta testers: yes, anyone can try it out... just as soon as I do release a beta of this damn thing. :P

Quote:
Do you have a thread somewhere around here for discussion of your Casemaker, KanadaKid? Or is this it? :P

Nope, this is it. I don't want to start anything big just in case this all goes to hell.
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Re: New CasemakerTopic%20Title
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KanadaKid wrote:
I don't want to start anything big just in case this all goes to hell.

I'll pray that won't happen, then ;) And I'll try to curb my enthusiasm until you're more certain of a successful release. I'm rooting for you and eagerly anticipating the completed version, though :will:
Re: New CasemakerTopic%20Title
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Slezak wrote:
HELL YEAH! If you made it, I'd play it, pal! :gumshoe:

:gumshoe: My name is Gumshoe... Dick Gumshoe...

It would truly be the greatest game ever made. Even if you don't implement it, KanadaKid, I'll find a way to make the court record button say "Gadgets". And I'd make it so that you could sneak into rooms sliding down on a wire from the ceiling. A trap-disarming mini-game! The possibilities are endless! And Edgeworth would be the damsel in distress...

Happy nondenominational holiday, by the way.
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Re: New CasemakerTopic%20Title
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^ Ji Hye Jang

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Uh, my religion is offended by holidays...
(Just kidding! :P)

Anyway, I can't wait for this.
I already have my first case half planned out, haven't started on evidence sprites yet though...
Proud creator of the first released PWLib-made fangame! ^_^
Re: New CasemakerTopic%20Title
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Quote:
Beware; spooky technical jargon ahead:
Anyway, the default speed for text involves a 50 millisecond pause in between characters. Each time you stick a \+1 in there, the speed is increased by decreasing the waiting time down 10 milliseconds a pop. So in this case, if you do add a \+7, it will reduce the pause by 70 milliseconds, which therefore makes the waiting time nonexistent, since the time is clamped to a range of [0,100] milliseconds. This will make your dialogue fly by fasterthanthefistofanangrygod. On the flip side, if you stick in a \-1 in your script (which is the control character to slow down the text), it will do the opposite and increase the waiting time by 10 milliseconds each. Confusing? Perhaps.

Wait a sec. Alright, let's say you have "\+7I am so co\+7ol!" for some reason. Will the other "\+7" make the speed even faster, or will it set it to the same value as before? I mean, is +7 adding 7 to the current speed, or the "normal" speed?

I think you might want to go with an easier style for the text markup. I'd recommend the Comeback Courtroom text markup, because it's easy to type and read.


Description:
Code:
/2I think that this is....=10/1*1WAIT!!=10*2 This is &0ridiculous!=10 %2(Oh whoops.=10 I lost it again...)%0


"/2" sets the speed. /0 is instant text, /1 is really fast text, /2 is normal speed text, /3 is slower text etc. etc.

"=10" pauses the text. Usually, each sentence has a =10 pause after it.

"*1" shakes the screen. *0 vibrates it, *1 shakes it more, and *2 is really hard!

"&0" flashes the screen.

"%2" sets the color.

Some posts with the markup added just for fun:

Shinkinrui wrote:
/2This will rule,=10 pal.=10 Gumshoe declares it.=10\n/1*2YEEE&0EEAAAA&0AHHHH&0HH!

Marshmello wrote:
/2You could be able to create something like...=10/2
/4&0Dick Gumshoe: &0Secret &0Agent
Re: New CasemakerTopic%20Title
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(Is double posting allowed here? I hope so...)

I have written documentation for all the script commands in Phoenix Wright Case Editor by looking at the source code!

http://www.freewebs.com/softwarethings/Doc%20%2D%20Commands.html

Now you can see just what's possible with this case maker.

(Plus, great code, KanadaKid. MechaBowser would die of shame if he glanced at your positive attitude and organized code. :keiko: )

(Also, if the link dosen't work, copy&paste it into your URL box. My links seem to have that problem a lot.... :payne: )
Re: New CasemakerTopic%20Title
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~Spiffy heads up: more technical nonsense for this half of the already overdone and pointless post of mine~

BigFish wrote:
Wait a sec. Alright, let's say you have "\+7I am so co\+7ol!" for some reason. Will the other "\+7" make the speed even faster, or will it set it to the same value as before? I mean, is +7 adding 7 to the current speed, or the "normal" speed?

Any changes are relevant to the normal speed. This means that putting two \+7 sequences together will do nothing special, as one of those will suffice. So for example:

Quote:
Oh, hey Bill!\n
Wait... \+2Why the hell are your pants down?!\n
\+4What's wrong with you, dammit?!

There, line two (starting right after the "Wait... ") will be drawn with a 20 ms pause in between characters following the \+2, and line three will have that same speed (20 ms) until we reach the \+4, in which case, "What's wrong with you, dammit?!" will be drawn with a 10 ms pause in between characters until the end.

Conversely:
Quote:
Aww...\-2this sucks worse than\n
getting your ass dumped via Facebook...\n
Damn, \-4where's my bottle of whiskey?

After the sentimental "Aww...", everything up until the "Damn, " in the third line will be drawn with a 70 ms pause in between characters. Then, following the \-4, we really slow things down with a nice cruising speed of 90 ms until the end.

But yeah, I'm starting to understand where this could get confusing. The way I envisioned it, was with a scale, -9 being the slowest speed, and +9 being the fastest. Of course, that could backfire in a very unpleasant sort of way.

On a final note, any speed changes are reset when a new text block is set via any of the goto_* triggers.




BigFish wrote:
I think you might want to go with an easier style for the text markup. I'd recommend the Comeback Courtroom text markup, because it's easy to type and read.

That's a good idea. I'll have to look into simplifying this bloated syntax in the near future. The important thing right now, is for me to finish up all the major features (cross examinations being the final piece of the puzzle), and then I can concentrate on tweaking and polishing things up. However, any feedback up until this point is worth more than gold itself (well, maybe the latter is more valuable, but whatever ;P).

BigFish wrote:
I have written documentation for all the script commands in Phoenix Wright Case Editor by looking at the source code!

Impressive, and accurate. I'll have to go into further detail, though, about some of the more cryptic ones, like request_answer. Also, ignore that end_dialogue trigger though, because it's been obsolete since the Flying Spaghetti Monster's second coming. Lastly, just keep in mind that I'm always adding new triggers and rewriting older ones, sometimes for arbitrary reasons, because I have no life, or I'm trying to improve something that doesn't really need to be improved.
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Re: New CasemakerTopic%20Title
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KanadaKid wrote:
However, any feedback up until this point is worth more than gold itself (well, maybe the latter is more valuable, but whatever ;P).


Um... Looking back at the screenshots, the text boxes seem really transparent. Is that the default or is there an option in the editor to change that?
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Re: New CasemakerTopic%20Title
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Marshmello wrote:
KanadaKid wrote:
However, any feedback up until this point is worth more than gold itself (well, maybe the latter is more valuable, but whatever ;P).


Um... Looking back at the screenshots, the text boxes seem really transparent. Is that the default or is there an option in the editor to change that?


Default, but the user can customize the text box (graphics and/or transparency). In any case, I'll tweak the default transparency a little further.
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Re: New CasemakerTopic%20Title
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In http://pw-case-editor.sourceforge.net/images/ss/15.png , the "profiles" thing is too transparent, the description needs a back behind it, and the font should be smaller for the age and gender. Obviously, since you're using a bitmap font, that'd be hard, but you could use a small Arial font and nobody would care.

The bitmap font needs more space between the letters, too. Right now, it looks kinda weird.

Hopefully I'm not sounding too harsh here. :yuusaku:

Also, could you show some screenshots of the editor? I've been wondering what it looks like for a while now.
Re: New CasemakerTopic%20Title
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BigFish wrote:
In http://pw-case-editor.sourceforge.net/images/ss/15.png , the "profiles" thing is too transparent, the description needs a back behind it, and the font should be smaller for the age and gender. Obviously, since you're using a bitmap font, that'd be hard, but you could use a small Arial font and nobody would care.

The bitmap font needs more space between the letters, too. Right now, it looks kinda weird.


Fixed, somewhat: http://kanadakid.net/mike/player-updated.png.

Quote:
Hopefully I'm not sounding too harsh here. :yuusaku:


The harsher the feedback, the more motivated I am to clean up whatever I rushed to finish. :)

Quote:
Also, could you show some screenshots of the editor? I've been wondering what it looks like for a while now.


I'll get some of those up later today, just as soon as I finish tweaking some more little nuisances.
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Quote:

WOW. A lot better.

The description box should hold 3 lines, but otherwise it's perfect.

The only other things that need fixing is the blurry arrow and the small font on the white buttons, but that should probably be left to the user's choice. The smaller font has it's appeals too. (Like being able to have more than 4 choices.)

And one last thing... does this have support for "point out the contradiction in the picture"? This could probably be left out of the beta, if it's too much trouble to add.

Also, in other news, I hate to almost suggest this, but I heard SDL was ported to the DS. Evidently, it lacks some things, like DS specific features, so it probably isn't complete enough to port the player to the DS. Darn. :sadshoe:
Re: New CasemakerTopic%20Title
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Local Unassuming Guy

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Quote:
And one last thing... does this have support for "point out the contradiction in the picture"?

Wow, I can't believe I forgot about that. :paynehair: I'll add it in by tonight.

Quote:
Also, in other news, I hate to almost suggest this, but I heard SDL was ported to the DS.

Looks interesting; I'll have to check that out sometime.
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Re: New CasemakerTopic%20Title
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Wow, I am really looking forward to the release of this program. You seem to be really with it, KanadaKid. :edgy:

I wonder if the Present Evidence will have a section for fancases later on... That'd be interesting to see.
Re: New CasemakerTopic%20Title
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I really can't wait to see how this turns out! I'm anxious to see a beta and you know I'll be making some fan cases. I'm also a quick learner. I'm wondering to myself: What extent of external file manipulation will there need to be? Does it support GIFs in their unedited format? Reason: On CaseMaker, I had to re-do every sprite's GIF because every frame lasted 100ms. I had to turn every frame to 100ms and duplicate them, which resulted in 50-80 frame GIFs. Will your case maker be able to display GIFs normally?
Also, I was kind of annoyed by MechaBowser's editor because the ActionLines could only be edited in the editor. And the system for doing so was slightly cumbersome. Will we be able to edit the case's code by hand, as well as use command buttons like in MechaBowser's? And will the code shown be the actual code, unlike in MechaBowser's which showed descriptions of each line, but didn't show all the details?
Anyway, keep up the good work! It looks totally awesome so far and I can't wait to start making fan-cases!
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Re: New CasemakerTopic%20Title
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Actually, I know the answers to the majority these questions. :edgy:

Quote:
Does it support GIFs in their unedited format? Reason: On CaseMaker, I had to re-do every sprite's GIF because every frame lasted 100ms. I had to turn every frame to 100ms and duplicate them, which resulted in 50-80 frame GIFs. Will your case maker be able to display GIFs normally?

From looking at the source, it appears the editor has a built in thing for editing the frame times and assigning sounds to frames. If it does import GIFs (which I'm assuming it will), it will probably either automatically get the right times, or you will be able to set it yourself.

Quote:
Will we be able to edit the case's code by hand, as well as use command buttons like in MechaBowser's?

Yes. There's a visual editor and a by hand editor. You could probably even start writing your scripts now with my list of commands, and the stuff mentioned previously in this thread.

Quote:
And will the code shown be the actual code, unlike in MechaBowser's which showed descriptions of each line, but didn't show all the details?

I have no idea about that. :gumshoe:


Plus, I have an idea for a case myself, where you play as Bowtie Phoenix. ( :beta-phoenix: ) That might be a bit ambitious at first, so I might start with something simpler before that...
Re: New CasemakerTopic%20Title
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Quote:
Does it support GIFs in their unedited format? Reason: On CaseMaker, I had to re-do every sprite's GIF because every frame lasted 100ms. I had to turn every frame to 100ms and duplicate them, which resulted in 50-80 frame GIFs. Will your case maker be able to display GIFs normally?


BigFish got it right: The editor imports the GIFs automatically, so you could basically download all the sprites on court-records.net, and feed them right into the built-in sprite editor. It will import the GIFs into separate animations, correctly name them, automatically parse the frame times from each GIF, and let you fill in sound effects where ever you want them. You can then save the whole thing as a single, packed file, without the need to have all those separate GIFs floating around.

As a convenience, you can even save all of those sprites into one folder, and the sprite editor will parse each GIF, handle it as above, and assemble the sprite for you.

Quote:
And will the code shown be the actual code, unlike in MechaBowser's which showed descriptions of each line, but didn't show all the details?

I'm not really clear as to what you mean. But if you're talking about the code being shown as-is, that is, all triggers, commands, dialogue controls shown as they would appear, then yes.
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Re: New CasemakerTopic%20Title
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Quote:
I'm not really clear as to what you mean. But if you're talking about the code being shown as-is, that is, all triggers, commands, dialogue controls shown as they would appear, then yes.

He means: does the visual editor show all the information?
Ex: In MechaBowser's case maker, in the event list, it would just say "shake screen" instead of "shake screen with power 2" or whatever.

Also, one last question. (I must be getting really irritating by now :gymshoe: ) Does the script have support for "if-then" commands? For stuff like, when you go into a room and there's a piece of paper on the desk that wasn't there before, and stuff.
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BigFish wrote:
Plus, I have an idea for a case myself, where you play as Bowtie Phoenix. ( :beta-phoenix: ) That might be a bit ambitious at first, so I might start with something simpler before that...


BITCH YOU STOLE MY IDEA. AND SAWAI SPRITE ON MY MAJ ACCOUNT. :grey:

Seriously though, this is turning out excellent so far. I'll be sure to keep an eye on this. :edgy:
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Re: New CasemakerTopic%20Title
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BigFish wrote:
He means: does the visual editor show all the information?
Ex: In MechaBowser's case maker, in the event list, it would just say "shake screen" instead of "shake screen with power 2" or whatever.


In that case, yes, the script shows everything.

BigFish wrote:
Also, one last question. (I must be getting really irritating by now :gymshoe: ) Does the script have support for "if-then" commands? For stuff like, when you go into a room and there's a piece of paper on the desk that wasn't there before, and stuff.


I've been thinking about that for a long time now. I'm trying to come up with an easy way to pull that off, and to get it to integrate with my already existing script system nicely. I don't want to resort to if/else just yet, since that's starting to feel more complicated than it needs to be. Of course, that's just my paranoid subconscious speaking. It's not that it's difficult to code, it's just not easy to come up with an intuitive way to make it available for the user.
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