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Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
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Mr. Ygrrjfjdosowhatever

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DeMatador wrote:
What the f*** happened that people started fighting over, um, er, NOTHING!!! Shinkinrui, if you want a fight, look it up somewhere else. Please, please control your segregation of hormones and "chill". Calm down. Nobody's trying to fight with you. You're trying to fight with everyone. That's the problem.

"Now you two kiss and make up." -Maya Fey (GS3)

segregate - to separate one person or group from the rest, or divide a group into smaller units that are kept apart
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
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I'd say

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Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
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The kind of judge you can trust

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lol

Anyway, i am sorry for any contribution i've made to unneeded drama or the derailment of this thread. I'l try to keep on-topic more.

Any estimate for the first public demo release?
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
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LuAA Developer

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I just finished my science exam. Now I have a history exam to study for tomorrow.

I will work on it today and try to release a public demo during mid-next week.

However, I will try to be making a game using my source code with Ceres this week and may not get to a major point in the demo.

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Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
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(´Д`)y~~ get out

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B12Core wrote:
I just finished my science exam. Now I have a history exam to study for tomorrow.

I will work on it today and try to release a public demo during mid-next week.

However, I will try to be making a game using my source code with Ceres this week and may not get to a major point in the demo.

Good luck with this project, and with your exams! We're all rooting for you. :godot:
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
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LuAA Developer

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It appears I have hit a stump.

The Nintendo DS has 4 layers on the top and bottom screens (8 layers in all)

Custom text, such as Vera, the ones used by Capcom in the creation of Phoenix Wright, take up 2 background slots. The one alloted and layer 3.

Layer 3 was originally used for backgrounds (map backgrounds, for instance) and can no longer be used if I use a custom text.

Now, this is extremely easy to fix, but I have 2 choices.

1. Use a non-transparent textbox.
2. Use the regular text (8x8, and all letters take up the same space).

However, using the custom font, the casemaker will require you to know the amount of characters and three different lines (Really hard for you guys.)

I feel that it just seems more intelligent to use regular font.

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Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title

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Can't you check what they did in the actual games?
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
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AIGE/PWLib Casemaker Developer

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The original PW font is not non-sized (the 8x8), but if it doesn't look strange, it is a possibility to go by. Non-transparent msgbox is simply no-pw, I think.

There might be a trick on how they render the layers. Those games always do.
PWLib 1.2 Under Development

PWLib Casemaker (Version 1.1) at http://forums.court-records.net/viewtopic.php?f=36&t=8788
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title

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Probably has something to do with how they're not transparent when there's fading?
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
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Yes, probably. The more limited the hardware a program is run into, the more tricks are used to make better results. But sometimes, like as you mentioned MrCheese, there is no way to be perfect.

One good example of such tricks (not DS related) are on GTA for example. The distant views are in fact rendered to a texture then placed on the very back of the scene, and only re-rendered when really necessary. It allows the game to use less resources and run on weaker pcs.

I think that Capcon might use some kind of trick to do PW, it is obvious. Maybe it is something that PAlib isn't capable of (needing to go to the raw DS coding), or just it is something that need to think about for a while. But it is possible (PW is there, isn't it?).
PWLib 1.2 Under Development

PWLib Casemaker (Version 1.1) at http://forums.court-records.net/viewtopic.php?f=36&t=8788
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
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LuAA Developer

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Capcom used .ttf files. I used 8 bit text sheets.

If anything, I'll look into freetype, a free library for .ttf files. For now, however, I'll temporarily use the regular one. It doesn't look too bad.

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Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
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AIGE/PWLib Casemaker Developer

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BTW, what do you mean by custom text?
PWLib 1.2 Under Development

PWLib Casemaker (Version 1.1) at http://forums.court-records.net/viewtopic.php?f=36&t=8788
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title

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Think he means the PW font.
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
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LuAA Developer

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I got the typewriter effect working with Capcom's custom font with sound effects (maleblip, femaleblip...)

However, the custom font takes up 2 layers, which I cannot sacrifice. I'll just be using the regular font until I find an alternative.

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Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
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This is awesome.

I figured out how Capcom did it. They placed the textbox on the sprite layer and made an alpha effect on the sprite layer. I have succeeded in cloning this effect.

Now, all I have to do is move the effect into the main file and I'll be ready to show you guys official Capcom text with it's effects.

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Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
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If you said earlier it was so easy to make a PW engine, you should have gotten the idea earlier. Now I hope you start getting the idea that a PW engine isn't so simple at time to make.

But I said it was possible, just some little thinking would fix all problems.
PWLib 1.2 Under Development

PWLib Casemaker (Version 1.1) at http://forums.court-records.net/viewtopic.php?f=36&t=8788
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
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It's not that it's difficult. I've never used 8 bit text and therefore I did not have knowledge of it taking up 2 layers. I now have fixed this problem, quite easily in fact. The hardware limits of the DS should never be a problem, as Capcom themselves made it using Nintendo's official SDK. I should have no problem as well.

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Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
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You should try doing it witohut using palib, witch makes things way easy for you. Then you will realize the hardness of making an engine.

The real difficulty on making an engine like PW's is to work on the rendering core and other low level dependencies. The "working core" of a PW engine isn't really something hard and complex to deal with if you already have some kind of "easifier" mechanism that leaves you away from the real low level coding.

But a customized PW engine isn't a cakewalk. You WILL have issues building it, most of witch aren't really based upon the limitation of the hardware/language you're working on. The biggest problem is to deal with uses mistakes and still keep the engine up and running. You know the right method, but once it leaves your hands, you can't guess what a user will type there (or even if the data file gets corrupted).

The transparent msgbox uses a really interesting trick to make it work. In fact, games rely heavily on tricks to work.
PWLib 1.2 Under Development

PWLib Casemaker (Version 1.1) at http://forums.court-records.net/viewtopic.php?f=36&t=8788
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
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LuAA Developer

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We don't need to go through this easy/hard bullshit again. Using PALib increases the speed of this release to help the PUBLIC get what they want. Not for me to be able to brag how I made it from scratch after I make the casemaker. If you're going to continue talking about my development rather than my progress, just don't post please. I'm sick of it.

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Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
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You get sick too easily. I'm sick of a programmer who can't simply discuss friendly about programming itself.

You are irritating, since I even said something GOOD about your progress in your so called AADS. If I can't comment about programming internals with a person who is supposedly a programmer, then that person shouldn't be a programmer at all. It is disgusting to see a programmer to who you can't comment about programming with.

You want me to say "OMG! You're amazing by doing it!!!"? If so, you will wait until you die. I never said "you're a noob for using palib" but "palib makes it looks easy, but in fact is isn't really easy since you don't deal with low level render" or something to that effect.

In the end, AADS if done will be a casemaker that people won't care about how you did it. So its a talk between me and you in the end. Stop acting like what I say will make AADS be crappy to people's eyes because of whatever reason.
PWLib 1.2 Under Development

PWLib Casemaker (Version 1.1) at http://forums.court-records.net/viewtopic.php?f=36&t=8788
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
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KSA_Tech wrote:
In the end, AADS if done will be a casemaker that people won't care about how you did it. So its a talk between me and you in the end. Stop acting like what I say will make AADS be crappy to people's eyes because of whatever reason.


@KSA:

All these arguments have already shown me not to respect or even consider your opinion. Therefore, I ask that you discontinue your remarks about my source code.

On a side-note, a small demo with custom Phoenix Wright font!

http://www.mediafire.com/?mhwoznzo2ml

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Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
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I hate Klaviema >_>

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KSA_Tech wrote:
You get sick too easily. I'm sick of a programmer who can't simply discuss friendly about programming itself.

You are irritating, since I even said something GOOD about your progress in your so called AADS. If I can't comment about programming internals with a person who is supposedly a programmer, then that person shouldn't be a programmer at all. It is disgusting to see a programmer to who you can't comment about programming with.

You want me to say "OMG! You're amazing by doing it!!!"? If so, you will wait until you die. I never said "you're a noob for using palib" but "palib makes it looks easy, but in fact is isn't really easy since you don't deal with low level render" or something to that effect.

In the end, AADS if done will be a casemaker that people won't care about how you did it. So its a talk between me and you in the end. Stop acting like what I say will make AADS be crappy to people's eyes because of whatever reason.


God, KSA, relax. It's obvious that this is just because you think that a DS maker will detract from your one, and Believe me, this isn't helping.

I respect the work you have done, and know why you would feel like this, but can you just be a little less... paranoid, if you can call it that.

If I am wrong about the above, can you at least word your criticisms in a slightly nicer way? It will be better for everybody.

@B12: This is looking awesome! I can't wait for it to get done, Not that that'll be any time soon :sadshoe:
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Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
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I think you never really respected me.

As some people mentioned earlier, no matter how you did a casemaker, what people want to see are results. It's the suffering of the user-praise. Users mostly don't praise a programmer due to his work, but due to his result.

So if you did it with PALib, or AIGE, or Python, or Java, or Flash, or whatever, people won't bend a single bit to care about the methods. Sometimes I expect people to notice it, but I forget such rule.

So, if your source code is palib, or raw ds, it won't matter. I don't care if you use palib or what ever else you want, since it's not me who are programming it. If your code is good, bad, complicated, organized, broken, etc isn't anything I want to change on you. All I'm saying is that you say that making a PW engine is easy, but it isn't really so easy. You get things wrong too easily, and don't try to understand them (as most people in CR when I post in other topics, really).

I'm saying that you should consider the hardships of a PW engine accordingly. Like I say, there are three types of people when it comes to programming:
-Those who don't program, and say it is hard.
-Those who think they program or program only a little, and say it is easy.
-Those who really program, and say that it just looks easy.

Nothing in programming is easy, it just looks easy. Even with the most easy path of the libs, it isn't easy. If it was really so easy, anyone would ACE it on a week, and not even Capcom does so.

I use a gif lib to read the gifs, so I could say that loading gifs are stupidly easy, but I know as a programmer that loading gifs form base isn't a single bit easy. I say that using it is easy, or that it is now simple at least.

Think about it. But know that as I said first, I don't want to lower the point of AADS. It be on the DS is a very nice thing, since the DS isn't just click point development. I do think you will finish AADS, since you don't look like the senseless person to get something like this and lie saying it will be done when you feel you can't do it.

And at jibber (since he posted after I did): It is really simple to say that when you're on my end. I recall how people were amazed by pwlib 1.0 when I released it. The big problem here is that ignoring quality, PWLib has a chance of been marginally used just because AADS is "DS". People get amazed to easily, and frankly don't care about things that should be cared about. So think you develop a program that you put 100 days of work, add 100000 custom possibilities. Then a guy pops out and makes something that makes people leave most of your program just because the other is "DS" for example. I guess you wouldn't like it. But I know it is a thing that won't change. And as I mentioned, I was commenting on the programming level. There's no way to stop AADS by attacking it, I know, so people should stop talking like I'm attacking it. I stopped let some time ago, didn't I?
PWLib 1.2 Under Development

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

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http://www.youtube.com/watch?v=T_rP5SDv ... re=related
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
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LuAA Developer

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Ceres wrote:
http://www.youtube.com/watch?v=T_rP5SDvyKI&feature=related


Well played! Hahahaha
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title

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B12Core wrote:
Capcom used .ttf files.

How did you find this out?

B12Core wrote:
However, the custom font takes up 2 layers.

Would you mind posting a code snippet? I'm curious about this 2-layer font and would like to see what you did.

KSA_Tech wrote:
You get things wrong too easily

I know what you mean. I get things wrong all the time!
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
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kkd wrote:
B12Core wrote:
Capcom used .ttf files.

How did you find this out?

B12Core wrote:
However, the custom font takes up 2 layers.

Would you mind posting a code snippet? I'm curious about this 2-layer font and would like to see what you did.

KSA_Tech wrote:
You get things wrong too easily

I know what you mean. I get things wrong all the time!


Well, I'm pretty sure the official Nintendo SDK uses .ttf files. This is due to the fact that their text can be "squashed" and morphed such as when a title is too long and it cannot fit in a specified slot.

For the 2-layer font, I basically converted the textbox (it was 64x256) into 4 64x64 sprites and alpha-blended them. The OAM layer, which hold sprites, used to take up background layer 1 which was the textbox layer. This allowed me to move the background layer from layer 3 to layer 2 and have layer 3 removed, allowing for 2 layers for the text.

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Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
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LuAA Developer

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Updated to Revision 0.2. Lots of things complete, check first post.

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Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
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The kind of judge you can trust

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Oh, wow! The things you added are looking very awesome! The thing that most excites me about this is that you're including a lot of the resources needed to make a case- like the evidence and profile pics and maps and even the .mod music files. If you do this with the character sprites/animation as well, this will truly be a "pick-up-and-go" casemaker as opposed to users needing to get together all the graphics and sound needed to make their case. Very exciting stuff. Really looking forward to seeing the first demo :)
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
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Shinkinrui wrote:
Oh, wow! The things you added are looking very awesome! The thing that most excites me about this is that you're including a lot of the resources needed to make a case- like the evidence and profile pics and maps and even the .mod music files. If you do this with the character sprites/animation as well, this will truly be a "pick-up-and-go" casemaker as opposed to users needing to get together all the graphics and sound needed to make their case. Very exciting stuff. Really looking forward to seeing the first demo :)


That's what I'm aiming for :D

Anyways, I'm having a little trouble at the moment in terms of loading the all ~400 of the evidence/NPC sprites at once, but I should have this solved in about an hour. I'll give you guys a status report in an hour.

EDIT: The total size of the profiles/evidences/maps/sfx and about the full animations of Maya, Larry, Iris, Gumshoe, and Phoenix is about 16 MB. The total size of the final ROM may be around 32 MB (my aim). If anything, the sound tracks of GS1/2/3/4 in total, once converted down to 128kb/s will even add MORE to the total ROM size. An average Phoenix Wright game is 32 MB, with 40 or so sprites/profiles and a few loaded animations. I'm aiming for 64MB with the total of all Phoenix Wright images/sounds.

EDIT: Having trouble trying to configure the loading pattern for the sprites (if you load them in the wrong order, they often get screwed up)

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Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
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Thanks for the updates. It's kinda cool that you tell us about the difficulties you're having so we can follow along in your process and watch as you come up with solutions :)
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
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Haha, well. Here's an update.

STILL CAN'T FIGURE OUT HOW TO FIX THIS.

I'm going to resort to converting sprites (Court Record/Profiles/Back/Evidence) buttons into backgrounds. This shit is crazy D:

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Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
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Ouch, sorry to hear that :(

I'm no expert on the DS or programming or anything, but is there a reason that ALL this stuff needs to be loaded into the VRAM at once? It seems to me that you'll be running out of video memory faster if you do that.
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title

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B12Core wrote:
EDIT: Having trouble trying to configure the loading pattern for the sprites (if you load them in the wrong order, they often get screwed up)


Screwed up how? Anyway, good luck.
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
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Objection... Hold it!

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Looking good, can't wait.
Although I have some doubts and questions:
Is it you make the case ON the DS? and play it?
of is it you make it on a PC and play it on the DS?
and because DS's memory and etc is low, some of the features might not work....
maybe...
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Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
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kkd wrote:
B12Core wrote:
EDIT: Having trouble trying to configure the loading pattern for the sprites (if you load them in the wrong order, they often get screwed up)


Screwed up how? Anyway, good luck.


:p

Image

See little Jack Hammer in the corner? That's caused by the 3 32x32 sprites that represent the "Court Record" button. It's fixed now though.

EDIT: Quick update!

-Configured sprite system into backgrounds (costs about 0.5 megs more in total but is less glitchy than a shitload of sprites on a page.
-ALL PROFILE/EVIDENCE SPRITES LOAD PERFECTLY. This means you can basically type any profile/evidence ID (each profile/evidence will have an ID) into a .ini file and it'll represent it on the ROM. This means that ALL profiles, evidences, maps, and sprites for every single Ace Attorney game will be included in the ROM. As Shinkinrui said previously, this will be a "pick-up and go" casemaker, where you literally have all materials with you as soon as you begin. I will also allow for FAT loading of sprites/evidence/profiles. The custom sprites, evidences and profiles are encouraged for entry into the ROM, which I'll start a thread about later.

After careful consideration, I have also decided that only the first soundtrack of Phoenix Wright be included, in an external folder. That way, you can easily replace the mp3 files and choose which to play. For instance, "Src1Music = 1" means you play S001.mp3 in the external folder. Simply replacing this mp3 file in the external folder will allow you to make your own soundtracks.

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Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
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Fixed everything, a demo will be out with working evidence/profile viewing including descriptions and randomized NPC/Evidences.

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Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
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That sounds great! So if I've read everything right, in the demo we'll have access to all evidence and profiles sprites, as well as character animations for several characters? That's some impressive progress, I'm looking forward to watching this whole engine develop.

Also, what do you mean by "randomized" evidence and profile sprites?
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
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Shinkinrui wrote:
That sounds great! So if I've read everything right, in the demo we'll have access to all evidence and profiles sprites, as well as character animations for several characters? That's some impressive progress, I'm looking forward to watching this whole engine develop.

Also, what do you mean by "randomized" evidence and profile sprites?


Never mind, I figured out it's impossible to randomize it.

I was going to try and show you guys random NPCs and evidence images on the bottom screen everytime you changed to Profile/Evidence screens. However, I coded it so it would define all the NPC/Evidence palettes in one methods (400 lines) and it was made to only be used once (at the beginning). If it happened every few seconds... o_O.

Going to update first post with to-do list to organize what I'm going to be doing.

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Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
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Demo:

http://www.mediafire.com/?wj0gm0iy4yn

Basic talking and court record functions.

EDIT: Also,

Advanced Examination anyone?

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