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Re: The PyWright Casemaker Thread - 9.3Topic%20Title
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Prosecuter positions, 4judge, and japanese names are due to the content provided by court-records, which I downloaded and used without modification. You could fix the prosecutor positions by creating a macro which chooses the character and puts him at the right spot, although that's considerably less than ideal. Better would be to fix the actual files to be the right size. It's a lot of work though, and not the kind of work that I find interesting :) You are free to take a stab at it yourself. Also look into the pwlib content, people have manually put together a lot of sprite packs for that, and some of them might work in pywright.

Opengl mode might make it faster, although it depends on your video card and how much I optomize it. At first, it will not be heavily optomized, so it might be a bit sporadic, with some parts running faster, and some parts slower.

Use "char" instead of portrait. Portrait is kind of deprecated. (Nice of me to mention that before eh?)

All of the evidence I use in tests comes from court-records. I figured it is easy enough to look through there to find evidence you want to use that making a separate download for that would be overkill. Also, I include most of the basic sounds (also all gotten from court-records) in the original download, so I wouldn't know what to put on the download service in regards to sound effects. If someone made a more complete sound effect pack for me, I could put it up there.

Content wise, I haven't gone any further than what is provided by this website, and I guess in some areas it is lacking a bit. I would need a lot of help to sort this mess out.

For music, midi would be cool, but I don't plan on it for the near future. I think midi sounds bad, ogg is as good as mp3 with roughly the same size, I figured most casemakers will want to provide their own music anyway. Adding support would take away from other things I need to do. Source code is available if someone feels like scratching that itch of course.

Thank you. I will be taking your comments into consideration as I finish up the next release.
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Re: The PyWright Casemaker Thread - 9.3Topic%20Title

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Speed lines don't seem to work. Apparently it's another problem with gifs and transparency.
AJ's gallery/dbench/pbench/wbench would also be great additions.
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Re: The PyWright Casemaker Thread - 9.3Topic%20Title

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I just had a rather serious problem.
I was testing my first cross-examination, and pressed every letter of the keyboard because I was too lazy to search for the "azerty" equivalent of z. When I pressed p (we're still talking about an "azerty" keyboard) I got an error message. But when I tried to reopen PyWright, I got another error message:
Code:
Traceback (most recent call last):
  File "PyWright.py", line 4, in <module>
  File "core\libengine.py", line 773, in run
    import gl
  File "core\gl.py", line 2, in <module>
    from OpenGL.GL import *
ImportError: No module named OpenGL.GL
Traceback (most recent call last):
  File "PyWright.py", line 4, in <module>
  File "core\libengine.py", line 773, in run
    import gl
  File "core\gl.py", line 2, in <module>
    from OpenGL.GL import *
ImportError: No module named OpenGL.GL

Because of that I can't use the program at all, so I hope someone can find a quick solution... Thank you very much!
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Re: The PyWright Casemaker Thread - 9.3Topic%20Title
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I'd say

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I can't offer any help, but did you make backups , just in case?
Re: The PyWright Casemaker Thread - 9.3Topic%20Title

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The script isn't threatened, and the game itself still works, but I can't test it because I don't even get to see the PyWright menu.
Maybe I should just redownload PyWright, but I'm sure there's something else I can do, besides another version is expected to be released soon.
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Last edited by Ping' on Wed Sep 10, 2008 4:49 pm, edited 1 time in total.
Re: The PyWright Casemaker Thread - 9.3Topic%20Title
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I'd say

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When all fails, Reinstall perhaps?
Re: The PyWright Casemaker Thread - 9.3Topic%20Title

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Turn opengl off in the ini file.

By the way, you can go to a multi-word label with li but not with goto.
Re: The PyWright Casemaker Thread - 9.3Topic%20Title
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Hey, sorry about that. I should not have left the opengl toggle in a release version. Bad saluk! So yeah, if it gets to where pywright won't run, make sure to change "opengl=1" to "opengl=0" in display.ini. And don't press the "o" key in game.

And there is more bad news, I am too busy to get beta 10 out at this time. It will have to wait another week. I'll put out a 9.5 very late tonight that hopefully will fix problems on soundless computers and make sure to keep opengl mode far far away. There may be some of the other minor fixes which were planned for beta 10 as well.

You should be able to go to a multi-word label if you use underscores instead of spaces:
Code:
list
li this is a test
showlist

label try again
"It worked"
exit

label this is a test
goto try_again
"it failed"


Another solution is to use underscores in the label itself:
Code:
list
li this also works
showlist

label this_also_works
"infinite loop!"

goto this_also_works

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Re: The PyWright Casemaker Thread - 9.3Topic%20Title

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Thank you saluk.
Everything works now. I'm especially pleased with the way cross-examinations are handled.
The only problem is, if you ask the player to "present" after pressing a statement (it happens often, think of the "there's nothing strange" "there's something strange" pattern for instance) it jumps to the label "none" (--> penalty whatever the choice is) instead of showing the court record.
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Re: The PyWright Casemaker Thread - 9.5Topic%20Title
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I put up 9.5 to fix the opengl problem (force opengl off until I release big bad beta 10), it has some other minor changes that I can't remember at the time. Some of them are in the changelog but there might be stealth fixes. Most of my work for the past 2 weeks has related to the opengl mode though, so I haven't done much to the scripting etc.

Your right ping that is a problem. It's possible that it may work if you put the second present in another script and call it from the first one, like so:

First script:
Code:
...

label press 4
"Hmm, what about THIS piece of evidence?"
char judge
"What piece of evidence?"
script newevi stack
is success 1
goto finish
char judge
"I'm sorry, that doesn't fit the bill."
goto start_of_cross_exam

label finish
char judge
"Wow, that solves it!"


Second script (newevi.txt):
Code:
present
label right_evidence
set success 1
"This is the correct item"
goto back

label none
"This is wrong!"
set success 0

label back


But I don't have time to test it. I'll try to think of another better solution for b10.
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Re: The PyWright Casemaker Thread - 9.5Topic%20Title

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So underscores and spaces are treated like the same thing?

The doc file incorrectly says what the format for li is (saying that you put both a name and label name).

What is the resolution config screen?

I think to properly recreate the games the text boxes need to be taller.

It might just be me, but it looks like because of the new spaces above and below text, the "Evidence" text is too far down.
Re: The PyWright Casemaker Thread - 9.5Topic%20Title
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Oops, forgot to mention, press escape to get the settings screen. Just lets you change the resolution with an interface rather than the hotkeys (and adds a few more resolutions to choose from).

You are correct about the doc. Li will treat the whole text like the label to jump to.

Yes, spaces and underscores are interchangeable regarding labels. I think the goto issue is more of a bug than a feature. There are cases where spaces in the label name wouldn't make sense though.

Yeah evidence text is messed up - it doesn't even say profiles when it should. Will look into it.
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Re: The PyWright Casemaker Thread - 9.5Topic%20Title

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Problems with v 9.5
- When clicking on a textbox in cross-examination, it presses the statement instead of showing the next one.
- Text handling has changed... yet again. My fangame has 19 scenes, and I don't want to review the whole thing to see if you can still read everything properly. Besides, text is crucial in cross-examination statements. I now have to change sentences completely to make it work. Perhaps I'm the only one, but I'd like it to go back to where it was at the beginning... the creator had to deal with everything himself, and if a line was too long, you just couldn't see the end of it.

I do like the full screen mode, though.
Thanks for everything saluk!
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Re: The PyWright Casemaker Thread - 9.5Topic%20Title

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Try downloading "A Phoenix Wright Fan Game" (by not me).
Error!

Also, if you have too many games then some go off the bottom of the screen.
Re: The PyWright Casemaker Thread - 9.5Topic%20Title
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MrCheese: yeah, I don't know why it doesn't scroll. It should.

Ping: Thanks for being a beta tester! Don't rewrite to fit my rendering engine, tell me what's wrong (like ya did) and I'll make it as configurable as possible. You guys should have all the control for text rendering.
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Re: The PyWright Casemaker Thread - 9.5Topic%20Title

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Have a comparison screenshot. Several problems can be seen here:
Image
Re: The PyWright Casemaker Thread - 9.5Topic%20Title

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!! WARNING !! Excruciatingly long and complicated post !! WARNING !!

MrCheeze: You forgot to break the line with {n} after "just". Besides that, the second screenshot actually looks much better ^^

saluk: Your solution for the "asking player to present after pressing a statement" problem didn't work. But mine didn't work either.
I'll explain.
-- What I Want To Do --
I) the player presses the statement
II) is there something strange with it? --> II.A) there's nothing II.B) there's something
II.A) go back to cross-examination
II.B) --> III)
III) what does it contradict? --> III.A) the evidence III.B) your testimony III.C) nothing
III.A) [wrong choice] present something from the court record --> penalty1 [whatever it is]--> go back to cross-examination
III.B) [right choice] leads to the next testimony
III.C) [wrong choice] penalty2 --> go back to cross-examination
-- How To Do It --
First, in the testimony script (we'll call it "testimony1"):
Code:
label press statement4
// insert generic text here. That's step I). But if we continue to step II) in the same script, it won't work, so we have to create another script, "testimony1somethingstrange" with "stack" in order to make II.A), III.A) and III.C) possible. The result being... //
script testimony1somethingstrange stack

Then, in "testimony1somethingstrange":
Code:
set _list_back_button false
// to make back impossible //
list
li There's nothing strange
li There's something...
showlist

label There's nothing strange
// insert generic text here. Because of "stack", "testimony1" will resume at the end of "testimony1somethingstrange". But since we're not at the end of the script yet, we have to create a "label endscript" in order to make this work. Thus... //
goto endscript
label There's something...
// step II.B). If we continue to step III) in the same script, it won't work, so we have to create yet another script, "testimony1whatitcontradicts" with "stack" in order to make III.A) and III.C) possible. The result being... //
script testimony1whatitcontradicts stack

label endscript

Finally, in "testimony1whatitcontradicts":
Code:
list
li The evidence
li Your testimony
li Nothing
showlist

label The evidence
present
// to show the court record. Back shouldn't be an option, by the way. But there's a much bigger issue with this "present"... here's the problem:
* to get out of this script, you need "endscript" to be placed at the end of the script, obviously
* in order for "present" to work, you need a "label none"
* "label none" needs to be placed at the end of the script, or it won't work.
...Even Winston Payne would notice the contradiction here. I honestly don't know what to do next. Let me put it another way: I fought PyWright, and PyWright won ^^ //

label Your testimony
// text, then move on to the next testimony. No problem here... //
goto testimony2

label nothing
// text, then penalty, then go back to cross-examination. Needs another "endscript" as well as a "gameover" script... //
penalty -25
is penalty 0 gameover
goto endscript

label gameover
exit

label endscript

This could be solved easily in the next version, but I don't see any solution in this one.
Anyway, good luck XD
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Re: The PyWright Casemaker Thread - 9.5Topic%20Title

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Try putting:

label Your_Testimony
blah
goto endofscript
label none
do penalty
label endofscript
endscript

I wasn't talking about the line break or higher image quality - there's the nametag, the badly-colored blue text, the wrong size, the arrow in the wrong place, and the second quotation mark. That cut-off is kinda early though.

And yes I do like complaining. :will:
Re: The PyWright Casemaker Thread - 9.5Topic%20Title
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According to the wiki, the new version was supposed to be released 5 days ago. Why the delay?
Image
Re: The PyWright Casemaker Thread - 9.3Topic%20Title

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saluk wrote:
And there is more bad news, I am too busy to get beta 10 out at this time. It will have to wait another week. I'll put out a 9.5 very late tonight that hopefully will fix problems on soundless computers and make sure to keep opengl mode far far away. There may be some of the other minor fixes which were planned for beta 10 as well
Re: The PyWright Casemaker Thread - 9.3Topic%20Title
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MrCheeze wrote:
saluk wrote:
And there is more bad news, I am too busy to get beta 10 out at this time. It will have to wait another week. I'll put out a 9.5 very late tonight that hopefully will fix problems on soundless computers and make sure to keep opengl mode far far away. There may be some of the other minor fixes which were planned for beta 10 as well


Thanks, that really brightened up my night. :godot:

Edit: Can someone give me a link to 9.5? I can't find it on the wiki...*goes to search thread.
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Re: The PyWright Casemaker Thread - 9.5Topic%20Title
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I'll have to work on that Ping, it's true. I'm thinking for the text I'm going to make it somewhat skinnable, so that you guys can really align everything how you want it. How many lines, whether to autoformat it, you can of course overwrite the textbox image with an art file of your own, where the icons go etc. That's the best solution I can see to that, since everyone has different ideas in how they want it to look. But that comparison screenshot will really help me. Also code for it will help too. Is the left image from the actual game?

The presenting problem has to do with the fact that there is one variable that keeps track of where you are in current cross examination, and present uses that variable to determine what results to go to etc. To fix it is going to need some overhaul of the way cross examinations work I think. I may be able to just layer the variables and keep the same interface, or it might be possible to simplify the interface altogether. It will take some thought.

Sorry again for the delay, I have been quite busy. It won't get much better either as school is starting soon, but I am still working on it. I am very close with opengl mode, but these new problems that are surfacing are only going to make it take longer. I really am looking forward to pywright being a lot more polished and usable and a lot less like a sack of bugs.

If you have 9.2 or higher, you should be able to download all updates from updater.exe/updater.py. So there hasn't been a link for 9.5. Beta 10 will require a new full download for windows if you want the opengl mode though.
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Re: The PyWright Casemaker Thread - 9.5Topic%20Title
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nuuuuu, stoooooop

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Helllllloooooooooooo.....!

Sorry it took me so long to catch on to you guys! XD;; I'm here to ask if you'd like PyWright to have a section in CR's new case maker section on the main site. If so, all I need is a brief description, links of where to get it, and some kind of example screenshot if you want. I'm gonna put up Ping's case but it doesn't make much sense to do so without having a bit about the maker it was created with!

Lemme know~
ImageImage
Re: The PyWright Casemaker Thread - 9.5Topic%20Title

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I think you should say for each case maker what the requirements are.
saluk wrote:
Is the left image from the actual game?

Yes.
Re: The PyWright Casemaker Thread - 9.5Topic%20Title
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Well Ping, I think I have somewhat solved your problem. Basically there isn't a problem. (Ok, there are some little stupid quirks, but they can be worked around easily enough) First, present actually does work just fine after a press. I just tested it and it works fine. It works after a press, or after a present. Now the problem is the resume is bonkered (it resumes on the latest "present" line). The solution to this (for now) is to make a label before the "endcross" line of your cross examination, and jump to that. In the next version it will be much simplified, you can just use "goto" to jump to a statement line and it will resume as it should.

Then of course is the label none issue, what I would do is instead of running another script and making things complicated, just jump to a label before the "present" line which is after the label none from cross exam.

Code:
addev photo

label mycross
cross mycross
statement statement1
"I'm innocent, don't hurt me!"
label nextcross
endcross

label First
"Hmm..."
goto mycross

label press statement1
"Show me your proof!"
goto showit

//the none referring to regular cross exam
label none
"I'm sorry, that is a penalty."
resume

label showit
present
goto none

label photo
"That's correct!"
exit

label none
"oops."
goto mycross


And no, label none does not have to be at the end of a script. How it works exactly is this: Any time a goto happens from the interface, it will look for the matching label. If it runs into a "label none", it will assume that no matching label exists and stops there. So in any logical section, label none should be last, because it won't search past that. However, if you use a goto command, it will actually scan the whole file, allowing you to jump anywhere, and not worry about "label none". So you can always have many sections in one file. The goto command will NEVER go to a label none - if the proper label is not found it will act as if the goto was a comment and continue on the next line.

I am considering making all sections have required names, and all label none's required to name their section, to eliminate some of this confusion. Let me know if you think this is a good idea. I may fix it another way, but I can't think of many good solutions to layered none's. Except for maybe adding some kind of scope system, but that seems a bit complex for this. Anyway, I am simplifying cross examination as much as I can.

There DOES appear to be a bug with "present", if you have the first label directly after it, it will skip over it. I will certainly be looking into that and the other issues over the next days. Hopefully it can all get sorted out.


If it still doesn't work Ping, I could fiddle with your scripts if you send them to me to try and get them to work correctly, either with 9.5, or with 10 maybe using them as a guide to make sure things are fixed in 10. It would be very helpful. Just the script for the trial that you are working on, I dont need graphics or anything else.
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Re: The PyWright Casemaker Thread - 9.5Topic%20Title
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saluk wrote:
If you have 9.2 or higher, you should be able to download all updates from updater.exe/updater.py. So there hasn't been a link for 9.5. Beta 10 will require a new full download for windows if you want the opengl mode though.


That is not an option for me because I get a similar error when running the updater.
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Re: The PyWright Casemaker Thread - 9.5Topic%20Title

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saluk, I think he was talking about how no matter where you click during cross-examinations, it always presses.

Edgee: Similar to what?
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saluk, I think he was talking about how no matter where you click during cross-examinations, it always presses.

Edgee: Similar to what?
Re: The PyWright Casemaker Thread - 9.5Topic%20Title
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Yes, Ping mentioned the "click and press" bug, which is a separate issue from the situation he is trying with difficulty to create. I have solved that bug in my dev code already.

ξdgεε: sorry, I was unaware the updater wasn't working. However, "similar" error doesn't mean "same" error. I'd like to see the error to be clear what's going on. And if you haven't updated your folder since 9.2 with the full download, the updater was broken. The full download should fix it, if that is what's going on. If you have a special case I may have to make some test versions just for you to track down the issue. So post me your updater.exe.log and pywright.exe.log files please. I'll fix the problem asap as soon as I know what it is.

Beta 10 progress is getting close, but I want to make sure to lessen the amount of bugs this time before releasing it; and make sure I have good solutions to the existing issues, that won't break old code but will make things work right, and simplify some things as well. It's not just the new rendering system, although that is a big part of it, and is still missing a lot of pieces. Without changing resolution, the new renderer displays characters and prints text decently, but for some reason timing is way off. I just reworked the evidence menu for the new renderer and it seems to mostly be in order. I need to fix the resolutions though, and some situations make the new renderer run extremely slow.

The old renderer will still be supported, but this makes things a bit tricky because I have to make code that works either way. It's a challenge :) I'm really pushing to get it out this week though.
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Re: The PyWright Casemaker Thread - 9.5Topic%20Title
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I'd say

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Hey there Saluk !, A while ago you were joking about having a logo where a snake was strangling Phoenix, remember?
Well...
Spoiler: Couldn't resist
Image Image
Re: The PyWright Casemaker Thread - 9.5Topic%20Title
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Phoenix being strangled by a python is now the official pywright image :)

Absolutely love it! Thanks a bundle.




PyWright news:
Multiple character support is in, and cross examination is quite simplified. I'm going to be adding a few more things, such as running macros inside of text, as well as slightly better macro support. Also coming are fixes for kristoph to be displayed in the right spot (as well as making it possible to use other sprites with different sized frames). The opengl mode is mostly finished, but not optomized. Left unchecked, it can use up gigabytes of memory, which isn't so good. Also, certain situations actually are slower to run accelerated than in software, due to heavy texture usage. Finally, I need to support non-power of 2 textures. After that beta 10 will be pretty much ready to release, although I will also want to make some final passes on cleaning up scripting as much as possible and adding some more on the tool end of things.

Oh, dual screens will either be in beta 10 or whatever release comes after that. It depends on how much it would delay beta 10's release to add it.
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Re: The PyWright Casemaker Thread - 9.5Topic%20Title
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Glad you like, Don't forget to use the updated version. ( see my previous post)

Edit: Oh yes, I was wondering something...Would it be ( Or is it already possible ) to implement Animated backgrounds?
Re: The PyWright Casemaker Thread - 9.5Topic%20Title
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Just an update, beta10 is very near. I have fixed few more of the opengl rendering issues that are blocking the release. Just to reiterate, opengl mode is totally optional. I expect there to be some issues running it for a while. Both hardware and software rendering will be supported. My insane determination to support both modes is one thing that is slowing things down, but I think maximum compatibility is something to shoot for.

I also have just added support for dual screen mode. This is at an even earlier state than opengl, but basically you can choose a screen for any object and it will show up there. At this stage, the choice of dual or single screen is left up to the players, and not built into a case. I.E, you may design your game for dual screens, but be aware that someone (like me) may run it with only one screen. I don't see this choice really affecting the content of cases. For instance, a text menu will continue to show the character on the top screen. However, if you rely on dual screens by designing a gui and placing a button on the second screen, single screen users will either not be able to see the button, or the button will be FORCED to be on the top screen and could cover up other stuff you placed there. Basically, don't rely on the player having to deal with both screens at once, and it will be fine.

Although I could have a variable you set at the beginning of your game which forces dual screen mode, if it turns out to be a problem. I would much rather leave this up to the user though, unless your case is extremely experimental and absolutely needs 2 screens.

And yes, there will be a few more "gui" commands in beta 10, allowing the beginnings of an ability to construct your own special interfaces for things. Really complex things like fingerprints etc are still probably not possible from wrightscript, but eventually I would like it to be so. After beta 10 I will look into things like this.

I think I can release it in the next few days or the weekend at the latest! Most likely Saturday. There are almost too many new things to count. It won't break compatibility I don't think, except possibly cross examination, which was a bit too tricky anyway.
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Re: The PyWright Casemaker Thread - 9.5Topic%20Title
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Code:
Traceback (most recent call last):
  File "updater.py", line 23, in <module>
  File "core\libupdate.py", line 2, in <module>
    from core import pygame
  File "core\core.py", line 8, in <module>
    pygame.mixer.init()
pygame.error: DirectSoundCreate: Unknown DirectSound error: 0x88890008


That's the error log I get when I try to run the 9.4 updater.
Image
Re: The PyWright Casemaker Thread - 9.5Topic%20Title
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Thanks ξdgεε. The new version coming out tomorrow should fix it. The new version being beta 10 :) Sorry it has taken so long to solve this issue.
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Re: The PyWright Casemaker Thread - BETA 10Topic%20Title
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Beta 10 is out!

Notable features:
  • hardware rendering for smoother framerate, especially in scaled modes
  • true 3d objects
  • multiple characters on screen
  • scrollable examine scenes
  • simpler cross examination
  • Hopefully fix ξdgεε's problem

Links:
EXE: http://pywright.dawnsoft.org/PyWright_beta10.zip
SRC: http://pywright.dawnsoft.org/PyWrightSrc_beta10.zip

The filesize for the exe version has increased, due to the 3d library. The src version has an extra dependancy of pyopengl (the 3d lib) although if not present, it will still run with software rendering.

As always let me know what works, what doesn't work, what bugs exist in the game, and what things just bug you :)

Enjoy!
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Re: The PyWright Casemaker Thread - BETA 10Topic%20Title
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I'd say

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Just what i needed, thanks Saluk! :)
Re: The PyWright Casemaker Thread - BETA 10Topic%20Title

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-The movie test gives me an error:
Traceback (most recent call last):
File "core\core.py", line 311, in open_movie
AttributeError: 'module' object has no attribute 'movie'

-If I click the evidence screen when there's no evidence it says:
Traceback (most recent call last):
File "PyWright.py", line 4, in <module>
File "core\libengine.py", line 950, in run
o.draw(pygame.screen)
File "core\core.py", line 2170, in draw
if self.chosen_icon:
AttributeError: 'evidence_menu' object has no attribute 'chosen_icon'

-If I turn opengl on, it gives the error:
Traceback (most recent call last):
File "PyWright.py", line 4, in <module>
File "core\libengine.py", line 927, in run
make_start_script()
File "core\libengine.py", line 781, in make_start_script
logo = sprite(0,0).load("general/logo.png")
File "core\core.py", line 631, in load
self.base = assets.open_art(name,key)
File "core\core.py", line 280, in open_art
return self._open_art_(name+".png",key)
File "core\core.py", line 265, in _open_art_
img = [gl.TexQuad([0,0],x) for x in img]
File "core\gl.py", line 139, in __init__
self._init(*args,**kwargs)
File "core\gl.py", line 251, in _init
self.texture = texture(path,cache)
File "core\gl.py", line 41, in __init__
self.update(surf)
File "core\gl.py", line 55, in update
self.rebind_string(surfstr)
File "core\gl.py", line 59, in rebind_string
og.glTexImage2D(og.GL_TEXTURE_2D,0,og.GL_RGBA,self.width,self.height,0,og.GL_RGBA,og.GL_UNSIGNED_BYTE,surfstr)
OpenGL.GL.GLerror: [Errno 1281] invalid value
Exception exceptions.AttributeError: 'texture' in <bound method TexQuad.__del__ of <core.gl.TexQuad object at 0x00AFE830>> ignored

Also, I tried double screens:
Image

Last edited by MrCheeze on Mon Sep 29, 2008 1:56 am, edited 1 time in total.
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I'm in ur forums, killin' ur threads.

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Hi! I've been trying to start Pywright on my computer and I have no idea what to do. I have a mac an downloaded all of the necessary objects (python, Pygame, and PIL) but I'm still scratching my head over what needs to be done next. There's no test game that I can find, and the tutorial doesn't seem to offer any kind of assistance with my problem. :sadshoe: It's a shame, because this looks like an awesome program and I'd love to use it.

What exactly do I have to do with the three extra programs after I download them? Is there a specific place on my computer?
Re: The PyWright Casemaker Thread - BETA 10Topic%20Title
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MrCheeze wrote:
-The movie test gives me an error:

Can't tell what's happening here. The movie player is in the zip file, I just double checked that. But I also get that error in my beta10 extract directory (not in my dev directory), so it should not take too long to narrow down the problem.

MrCheeze wrote:
If I click the evidence screen when there's no evidence it says:

Thank you for the report. Most likely in a real game you will have at least one thing in evidence; but I should probably fix this anyway.

MrCheeze wrote:
-If I turn opengl on, it gives the error:

I think this is the dreaded non-square texture size problem. I'll try and have a solution soon.




To Nuxill - I have no experience on installing the dependancies on a mac. Page 4 of this discussion however did result in one person (Miss Prince) getting things to work on a mac.

1. Make sure you have python2.5 installed
http://pythonmac.org/packages/py25-fat/ ... macosx.dmg

2. Install Pil
http://pythonmac.org/packages/py25-fat/ ... -05-18.dmg

3. Install PyObjC
http://www.pygame.org/ftp/pyobjc-1.4-py ... 4.mpkg.zip

4. Install pygame
http://www.pygame.org/ftp/pygame-1.8.1r ... sx10.5.zip

5. Run pywright/updater.py (at this point it should just work)
Click on download games.
Select beta10 and test, and click download.
Run pywright.py
Choose one of the test games and test cases.

Now that I have access to mac's at school, I can work at getting a decent mac installer going, but it will take some time. Until then, hopefully the above links can be helpful.
Creator of PyWright, the lovable case construction system!
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