Board index » Present Evidence » Games

Page 4 of 22[ 880 posts ]
Go to page Previous  1, 2, 3, 4, 5, 6, 7 ... 22  Next
 


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

The kind of judge you can trust

Gender: Male

Rank: Decisive Witness

Joined: Tue Jun 12, 2007 4:51 am

Posts: 279

Yay, a demo! WHY oh WHY must I still have another 4 1/2 hours of work left :(

I will be trying this on my DS as soon as I get home
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
User avatar

LuAA Developer

Gender: Male

Rank: Prosecutor

Joined: Thu Jan 01, 2009 4:46 pm

Posts: 607

Shinkinrui wrote:
Yay, a demo! WHY oh WHY must I still have another 4 1/2 hours of work left :(

I will be trying this on my DS as soon as I get home


It's a .nds.gba file.

Here's a .nds file if you have a flashcard:

http://www.mediafire.com/?l2mmmggjmz5

Image
priceless.
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
User avatar

PWLib / AIGE developer

Gender: Male

Location: 127.0.0.1

Rank: Prosecutor

Joined: Tue May 01, 2007 9:27 pm

Posts: 649

B12Core wrote:
Never mind, I figured out it's impossible to randomize it.
Excuse me but it is easily employed. excuse the PHP snippet below but it should still get the idea across easily considering PHP is not too different from C++.
Code:
<?php
$person = array();
$evi = array();
$people = array(0=>'Phoenix',1=>'Maya',2=>'Mia',3=>'Pearls',4=>'Gant');
$evidence = array(0=>'Badge',1=>'Envelope',2=>'Newspaper');
$person[0] = $people[$rand(0,5)]
$evi[0] = $people[$rand(0,3)]
echo('The defendant is '.$person[0].'! The evidence to prove it is '.$evi[0].'!!');
?>
Care to explain what is so difficult about using rand(); ?
If you put your mind to it, you can accomplish anything!
"(Not)Guilty" for PWLib | Emergency Case Selection Fixes
Case 1-1 for PWLib | Pearl
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
User avatar

LuAA Developer

Gender: Male

Rank: Prosecutor

Joined: Thu Jan 01, 2009 4:46 pm

Posts: 607

DDRKhat wrote:
B12Core wrote:
Never mind, I figured out it's impossible to randomize it.
Excuse me but it is easily employed. excuse the PHP snippet below but it should still get the idea across easily considering PHP is not too different from C++.
Code:
<?php
$person = array();
$evi = array();
$people = array(0=>'Phoenix',1=>'Maya',2=>'Mia',3=>'Pearls',4=>'Gant');
$evidence = array(0=>'Badge',1=>'Envelope',2=>'Newspaper');
$person[0] = $people[$rand(0,5)]
$evi[0] = $people[$rand(0,3)]
echo('The defendant is '.$person[0].'! The evidence to prove it is '.$evi[0].'!!');
?>
Care to explain what is so difficult about using rand(); ?


Ah ok.

Basically, the DS has a limit for 16 'palettes' per screen. Palettes can hold up to 256 colors and can be used for as many sprites as long as the total of the sprites' colours <= 256. This means that if I were to create sprites based on an .ini file input by the user, I would need to load specific palettes (there's 25 between the 400 evidence/profile sprites) through checking which items the user is using. Say, item1 is item number 6, and item 8 is item number 288. I would need to code it so BECAUSE item1 is number 6 and item8 is number 288, the ROM loads their specific palettes. This, with 400 different sprites, takes a long time, about 5 seconds. Plus, I'm too lazy to do it, because there's several places where I'd have to place rands.

Image
priceless.
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
User avatar

PWLib / AIGE developer

Gender: Male

Location: 127.0.0.1

Rank: Prosecutor

Joined: Tue May 01, 2007 9:27 pm

Posts: 649

You would only have to theoretically
loadgfx($person[0]); and simply adjust the numbers/identification in the array. Just a little time consuming, nothing else.
If you put your mind to it, you can accomplish anything!
"(Not)Guilty" for PWLib | Emergency Case Selection Fixes
Case 1-1 for PWLib | Pearl
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
User avatar

LuAA Developer

Gender: Male

Rank: Prosecutor

Joined: Thu Jan 01, 2009 4:46 pm

Posts: 607

DDRKhat wrote:
You would only have to theoretically
loadgfx($person[0]); and simply adjust the numbers/identification in the array. Just a little time consuming, nothing else.


:p
int EvidenceSet[1000];

EvidenceSet[1] = PA_CreateGfx(0, (void*)N001_Sprite, OBJ_SIZE_64X64, 1);

That's how I did mine.

Image
priceless.
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
User avatar

I'd say

Gender: Male

Location: Belgium

Rank: Moderators

Joined: Thu May 29, 2008 10:49 am

Posts: 2480

Hmm, just tried it, apart from some errors, nice job so far.
Can't wait to see more.
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
User avatar

LuAA Developer

Gender: Male

Rank: Prosecutor

Joined: Thu Jan 01, 2009 4:46 pm

Posts: 607

Ceres wrote:
Hmm, just tried it, apart from some errors, nice job so far.
Can't wait to see more.


I got a little help on Examining maps. However, it's done!

Image
priceless.
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
User avatar

LuAA Developer

Gender: Male

Rank: Prosecutor

Joined: Thu Jan 01, 2009 4:46 pm

Posts: 607

Collision examine finished!

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

Image
priceless.


Last edited by B12Core on Wed Dec 23, 2009 11:40 pm, edited 1 time in total.
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
User avatar

The kind of judge you can trust

Gender: Male

Rank: Decisive Witness

Joined: Tue Jun 12, 2007 4:51 am

Posts: 279

Just popped it in the DS, nice WIP snapshot. It's coming together :) Can't wait to get the chance to play with ini's!

Oh, didn't get to try the last one since it's .ds.gba ... But I can wait for the real demo :)
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
User avatar

LuAA Developer

Gender: Male

Rank: Prosecutor

Joined: Thu Jan 01, 2009 4:46 pm

Posts: 607

Shinkinrui wrote:
Just popped it in the DS, nice WIP snapshot. It's coming together :) Can't wait to get the chance to play with ini's!

Oh, didn't get to try the last one since it's .ds.gba ... But I can wait for the real demo :)


Just download no$gba emulator :p

On a side note:

Stayed up last night, downloaded 614 .mod files and sorted them. I have picked the best out of these 614 to make a custom .mod sound track for the casemaker. :D

Going to have another poll:

Add Auto-Save or Manual Save?

Auto-save means no more resetting to prevent damage taken in court, and adds a certain degree of difficulty to the game.

However, probably many people prefer manual save.

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

Hold it!

Gender: Male

Location: The Netherlands

Rank: Desk Jockey

Joined: Wed Jul 09, 2008 4:00 pm

Posts: 95

I prefer manual save because in the original Ace Attorney games chapters can be quite long and sometimes I only play for 10 minutes while the other time I play for an hour. So a manual save would be handy. Whether people reset to prevent damage taken they should choose for themselves if they do that or not.
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
User avatar

LuAA Developer

Gender: Male

Rank: Prosecutor

Joined: Thu Jan 01, 2009 4:46 pm

Posts: 607

Peter wrote:
I prefer manual save because in the original Ace Attorney games chapters can be quite long and sometimes I only play for 10 minutes while the other time I play for an hour. So a manual save would be handy. Whether people reset to prevent damage taken they should choose for themselves if they do that or not.


I was also thinking about having a choice to play 'Hard or Easy' mode. Hard mode would be Auto-save, Easy mode would be manual save.

Image
priceless.
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
User avatar

LuAA Developer

Gender: Male

Rank: Prosecutor

Joined: Thu Jan 01, 2009 4:46 pm

Posts: 607

Added lipsyncing sprite animations :D

EDIT: Removed lipsyncing (didn't look very PW-like after I played the official PW)

EDIT: New update (I coded much of the .ini format for interrogation):

Basically:

You define the global mode:

Src5Event1 = LoadInterrogation
Src5Event1Int = 1

This will set the Global Mode to 1. Then the talking/examination/option choosing/present will all depend on the options you set for that global mode.

For example:

[GlobalMode1]
TLKO1 = "Victim"
TLKO2 = "Defendant"

TLKO means Talk Option, and will be shown on the screen if you choose the talk option under interrogation during global mode 1.

Image
priceless.
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
User avatar

^ Ji Hye Jang

Gender: None specified

Location: Your mom

Rank: Medium-in-training

Joined: Tue Dec 18, 2007 4:16 am

Posts: 535

For the saving, you could allow the game to set save modes.


For example

Mode 1: Same as original games
Mode 2: Auto-Save
Mode 3: Defined save points only (Maybe at other points, you can save, but only to turn the game off, as that save is wiped when you load it - similar to Quicksave in FFVI Advance, if you've played that)
Proud creator of the first released PWLib-made fangame! ^_^
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
User avatar

LuAA Developer

Gender: Male

Rank: Prosecutor

Joined: Thu Jan 01, 2009 4:46 pm

Posts: 607

Lee Ji Hoon wrote:
For the saving, you could allow the game to set save modes.


For example

Mode 1: Same as original games
Mode 2: Auto-Save
Mode 3: Defined save points only (Maybe at other points, you can save, but only to turn the game off, as that save is wiped when you load it - similar to Quicksave in FFVI Advance, if you've played that)


Yeah, that's what I'm probably going to do.

Is anyone interested in being in the credits of AADS (credits roll after the completion of ANY case made)? This is a really EASY opportunity to get yourself on there. 5 minutes of your time will get you on there forever. This is a REALLY simple task and only requires photoshop/Fireworks (some sort of .png/.gif creating application). Basically, I need help with the internal library of sprite animations on the casemaker.

All YOU need to do to get on the credit roll is to copy and paste the frames of a 256x192 .gif file provided by Court-Records UNTIL the frame where the character closes his/her mouth completely. I don't need BLINKING animations at this point, just the talking ones. You also don't need to work on in-court sprites, I'll handle them myself.

For example:

This is GMia0:

G stands for "Grin".

Image

This is GMia1:

Image

GMia2:

Image

and the last one:

GMia3:

Image

GMia4 does not exist because GMia4 has her with a closed mouth.

Here is a list of sprites I need animations for:

Phoenix Wright (in court) Finished by B12Core
Maya Finished by B12Core
Mia Finished by B12Core
Gumshoe Finished by B12Core
Larry Butz Finished by B12Core
Edgeworth (not in court)
Franziska (not in court)
Godot (not in court)
Frank Sahwit
Bellboy
April May
Redd White
Will Powers
Penny Nichols
Wendy Oldbag
Cody Hackins
Sal Manella
Dee Vasquez
Old Man
Polly
Ema Skye
Lana Skye
Meekins
Angel
Jack Marshell
Damon Gant
Richard Wellington
Turner Grey
Morgan Fey
Ini Miney
Dr. Hotti
Max Galactica
Regina Berry
Moe
Ben and Trilo
Acro
Matt Engarde
Adrian Andrews
Shelly de Killer
Dahlia Hawthorne
Luke Atmey
Ron DeLite
Desiree DeLite
Jean Armstrong
Victor Kudo
Viola Cadaverini
Furio Tigre
Lisa Basil
Terry Fawles
Diego Armando
Bikini
Iris
Elise Deauxnim
Judge's Brother

I will be pitching in for the creation of these sprites as well. However, for now, I need to work on the source code of the casemaker. If anyone is interested, simply reply on this thread.

Image
priceless.
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
User avatar

LuAA Developer

Gender: Male

Rank: Prosecutor

Joined: Thu Jan 01, 2009 4:46 pm

Posts: 607

GUI for talking complete.

Planning for the GUI of Presenting, Examination and Moving completion by tomorrow morning.

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

Gender: None specified

Rank: Suspect

Joined: Thu Sep 18, 2008 4:29 am

Posts: 49

B12Core wrote:
You define the global mode:

Src5Event1 = LoadInterrogation
Src5Event1Int = 1

This will set the Global Mode to 1. Then the talking/examination/option choosing/present will all depend on the options you set for that global mode.

For example:

[GlobalMode1]
TLKO1 = "Victim"
TLKO2 = "Defendant"

TLKO means Talk Option, and will be shown on the screen if you choose the talk option under interrogation during global mode 1.



By interrogation, do you mean the "talk" command in investigation phase, or do you mean cross-examination in the courtroom phase? If it's the "talk" command, do your Talk Options refer to topics of conversation? For example, from case 1-2, the first topics of conversation are "What happened" and "You and the Chief" with Maya.

I look forward to reading more about your case-writing language.
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
User avatar

The kind of judge you can trust

Gender: Male

Rank: Decisive Witness

Joined: Tue Jun 12, 2007 4:51 am

Posts: 279

I should be able to help with some sprites. All poses(like happy, sad, etc) for each character, right? Looks easy enough.

I, too, am looking forward to seeing how the scripting system will work :)

Edit: So you need JUST the talk animations for now, then? I ask because there are animations for several characters where they're not talking, but they're doing something else besides blinking. Example.

Edit 2: Are you quite sure you don't want the blinking part of the talking animations? It's not too hard to include them. I mean the part where they're talking and blinking at the same time, not just blinking.

Edit 3: Will Powers is complete(by the guidelines you provided).
>> LINK HERE <<
I'll gladly do more, just let me know if I did it the way you want it, and answer my queries above. :)
Re: [Dev] Nintendo DS Phoenix Wright CasemakerTopic%20Title
User avatar

Einspruch.

Gender: Male

Rank: Suspect

Joined: Sat Nov 22, 2008 5:48 pm

Posts: 11

Maxim wrote:
Change trials in DS is not so hard work. You can change it freely at this moment with some PW text editor.

Where did you get that editor?
ImageImageImageImage
That's why Photobucket sux!
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
User avatar

LuAA Developer

Gender: Male

Rank: Prosecutor

Joined: Thu Jan 01, 2009 4:46 pm

Posts: 607

Shinkinrui wrote:
I should be able to help with some sprites. All poses(like happy, sad, etc) for each character, right? Looks easy enough.

I, too, am looking forward to seeing how the scripting system will work :)

Edit: So you need JUST the talk animations for now, then? I ask because there are animations for several characters where they're not talking, but they're doing something else besides blinking. Example.

Edit 2: Are you quite sure you don't want the blinking part of the talking animations? It's not too hard to include them. I mean the part where they're talking and blinking at the same time, not just blinking.

Edit 3: Will Powers is complete(by the guidelines you provided).
>> LINK HERE <<
I'll gladly do more, just let me know if I did it the way you want it, and answer my queries above. :)


That is excellent! The Will Powers set is done perfectly :D

Adding your name to credits and any non-blinking animations will do I guess :p

The set is perfect though, except if possible, could you rename them accordingly in the future? For example, hanky Will Powers frame 2 would be HPowers2 or something like that :p Easier to organize.

Image
priceless.
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
User avatar

LuAA Developer

Gender: Male

Rank: Prosecutor

Joined: Thu Jan 01, 2009 4:46 pm

Posts: 607

Interrogation is now 90% complete. Finishing up examination and going to then work on in-court talking, pressing information... etc.

In-court functions should be complete by Friday, then all the coding will be complete. From then, all I need to do is create all the sprite animations (About 60 megs worth of images) and create examination collision maps for 99 maps for the internal library. Should take about 2 weeks to complete the internal library. I estimate the release date and 100% complete BETA version will be available by February 20th.

Image
priceless.
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
User avatar

The kind of judge you can trust

Gender: Male

Rank: Decisive Witness

Joined: Tue Jun 12, 2007 4:51 am

Posts: 279

Alrighty, sounds good. I'll just start going down the list and posting it here.

If you don't mind me asking, why not do the blinking animations, too? Saving it for a future version? Just trying to keep the ROM size down? I really don't mind doing all the animations, including the blinking parts. In fact, unless you REALLY don't want me to, I'm just gonna include all of the blinking animations too, okay? It'll save us from having to go back to each character again to do the parts we didn't do before.

And wow, you really think we'll have a complete beta by Feb 20th? That's impressive, looking forward to it :)
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
User avatar

LuAA Developer

Gender: Male

Rank: Prosecutor

Joined: Thu Jan 01, 2009 4:46 pm

Posts: 607

Shinkinrui wrote:
Alrighty, sounds good. I'll just start going down the list and posting it here.

If you don't mind me asking, why not do the blinking animations, too? Saving it for a future version? Just trying to keep the ROM size down? I really don't mind doing all the animations, including the blinking parts. In fact, unless you REALLY don't want me to, I'm just gonna include all of the blinking animations too, okay?

And wow, you really think we'll have a complete beta by Feb 20th? That's impressive, looking forward to it :)


Blinking animations are sorta iffy :p

I think we can do without them FOR NOW, we can progress into adding extra aesthetics.

Oh by the way, while you're here. Just wait like 10 minutes, I'll be posting up my demo with Examination, Presenting, Talking and Moving all complete.

Image
priceless.
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
User avatar

The kind of judge you can trust

Gender: Male

Rank: Decisive Witness

Joined: Tue Jun 12, 2007 4:51 am

Posts: 279

Alrighty, leaving blinking out for now, then.

Oh, sweet, new WIP snapshot :D. Could you please post one for my flashcard? I have a flashcard specifically so I don't need an emulator, lol :P I always play stuff on original hardware whenever possible. I've even still got my SNES cartridge copier that uses 3.5 inch floppies from way back in the day XD


EDIT: @LAWL:
Although it's an abandoned project now as far as I can tell, here's a link to get you started:
http://www.romhacking.net/utils/419/
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
User avatar

LuAA Developer

Gender: Male

Rank: Prosecutor

Joined: Thu Jan 01, 2009 4:46 pm

Posts: 607

Shinkinrui wrote:
Alrighty, leaving blinking out for now, then.

Oh, sweet, new WIP snapshot :D. Could you please post one for my flashcard? I have a flashcard specifically so I don't need an emulator, lol :P I always play stuff on original hardware whenever possible. I've even still got my SNES cartridge copier that uses 3.5 inch floppies from way back in the day XD


EDIT: @LAWL:
Although it's an abandoned project now as far as I can tell, here's a link to get you started:
http://www.romhacking.net/utils/419/


Eh located a few easy-to-fix glitches.

Examination isn't complete/won't be complete until later on because I need to make it an array so it'll work in a .ini format (instead of loading this map, you load the map indicated in the .ini)

Image
priceless.
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
User avatar

The kind of judge you can trust

Gender: Male

Rank: Decisive Witness

Joined: Tue Jun 12, 2007 4:51 am

Posts: 279

Alrighty, I'll see it later, then.

Finished up Edgy, so here's a link. I'll finish more of them before posting in the future, I'll put like 5 per post, I just have something else to do today so this is all I had time for now. I'll do a bunch of them late tonight :)
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
User avatar

LuAA Developer

Gender: Male

Rank: Prosecutor

Joined: Thu Jan 01, 2009 4:46 pm

Posts: 607

Shinkinrui wrote:
Alrighty, I'll see it later, then.

Finished up Edgy, so here's a link. I'll finish more of them before posting in the future, I'll put like 5 per post, I just have something else to do today so this is all I had time for now. I'll do a bunch of them late tonight :)


Thanks man! To be honest, I was a little worried about how much time it would take to finish up these sprites. The coding system I made for this, believe it or not, it EXTREMELY simple. It probably takes a shorter time to code them in than it would take for you to have sprited them for me (thanks again).

If I introduce a custom sprite system in, I think it's plausible to say that there are only two things you need to type in:

Code:
[CustomSprite1]
CSprite1Name = Godot
CSprite1Frame = 7


7 being the max amount of frames, meaning it would be Godot0 - Godot6.

Image
priceless.
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
User avatar

LuAA Developer

Gender: Male

Rank: Prosecutor

Joined: Thu Jan 01, 2009 4:46 pm

Posts: 607

http://www.mediafire.com/?nktz2jzyomz

Demo! Contains .nds and .nds.gba this time :p

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

Hold it!

Gender: Male

Location: The Netherlands

Rank: Desk Jockey

Joined: Wed Jul 09, 2008 4:00 pm

Posts: 95

B12Core wrote:
http://www.mediafire.com/?nktz2jzyomz

Demo! Contains .nds and .nds.gba this time :p


Looks promising B12Core, it clearly isn't finished yet (sounds, some graphics), but it looks real promising. Can't wait to play a short demo/case on my Nintendo DS with this :) Keep up the good work.
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
User avatar

LuAA Developer

Gender: Male

Rank: Prosecutor

Joined: Thu Jan 01, 2009 4:46 pm

Posts: 607

Peter wrote:
B12Core wrote:
http://www.mediafire.com/?nktz2jzyomz

Demo! Contains .nds and .nds.gba this time :p


Looks promising B12Core, it clearly isn't finished yet (sounds, some graphics), but it looks real promising. Can't wait to play a short demo/case on my Nintendo DS with this :) Keep up the good work.


I'll try and get a demo/case done this weekend. I haven't been getting much sleep lately, because honestly I've been sneaking my laptop into my bedroom just to work on this. (not like I have school for the next two days :p)

I found a few small glitches in Revision 0.3, fixed now. :)

Revision 0.4 will include complete trials and maybe partial psychelocks working. Psychelocks WILL be working by Revision 0.5.

Image
priceless.
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
User avatar

The kind of judge you can trust

Gender: Male

Rank: Decisive Witness

Joined: Tue Jun 12, 2007 4:51 am

Posts: 279

Strange behavior in this demo ... Basically, choosing different options in different orders causes Larry to say the wrong stuff. Try choosing talk option 1 THEN move option 1 THEN present evidence option 2. The pointers aren't right or something. Also, you can sometimes get Larry stuck in a "loop" where you can keep choosing forward, but all that happens is the counter at the top of the top screen changes. Plus sometimes the text doesn't delete itself properly, resulting in overlapping text.

Nice to see progress, though :D It's gonna be awesome watching this come together and then watching all the bugs get corrected one by one.

EDIT: Also, about the animations/custom animations ... just keep in mind that once we get to other animations besides talking(and even some of the more complex talking ones) there are frames that are meant to be displayed longer than others, so it might be good to build that option into the system for people to define how long a frame will be displayed. Like Frame1=20ms, Frame2=10ms, Frame3=15ms, etc
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
User avatar

LuAA Developer

Gender: Male

Rank: Prosecutor

Joined: Thu Jan 01, 2009 4:46 pm

Posts: 607

Shinkinrui wrote:
Strange behavior in this demo ... Basically, choosing different options in different orders causes Larry to say the wrong stuff. Try choosing talk option 1 THEN move option 1 THEN present evidence option 2. The pointers aren't right or something. Also, you can sometimes get Larry stuck in a "loop" where you can keep choosing forward, but all that happens is the counter at the top of the top screen changes. Plus sometimes the text doesn't delete itself properly, resulting in overlapping text.

Nice to see progress, though :D It's gonna be awesome watching this come together and then watching all the bugs get corrected one by one.

EDIT: Also, about the animations/custom animations ... just keep in mind that once we get to other animations besides talking(and even some of the more complex talking ones) there are frames that are meant to be displayed longer than others, so it might be good to build that option into the system for people to define how long a frame will be displayed. Like Frame1=20ms, Frame2=10ms, Frame3=15ms, etc


Yeah I fixed both the errors right after I released the demo. Also added stylus working on the examine function. I'm currently getting GUI sprites for the courtroom ready for use in pressing and presenting evidence.

Image
priceless.
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
User avatar

The kind of judge you can trust

Gender: Male

Rank: Decisive Witness

Joined: Tue Jun 12, 2007 4:51 am

Posts: 279

Awesome. I'm curious, I noticed there's some characters that are not on your list. For instance, Pearly, Maggey, and Lotta. Are these already done, or were they left off your list by mistake?

Also, are you gonna do the frame duration thing for animations?
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
User avatar

LuAA Developer

Gender: Male

Rank: Prosecutor

Joined: Thu Jan 01, 2009 4:46 pm

Posts: 607

Shinkinrui wrote:
Awesome. I'm curious, I noticed there's some characters that are not on your list. For instance, Pearly, Maggey, and Lotta. Are these already done, or were they left off your list by mistake?

Also, are you gonna do the frame duration thing for animations?


Well, that would take an awfully long time to do =\

At this point, I'm just going to do it the way it was done in GS1/2/3. Just basic, text-based animations.

Just got some of the GUI I need for trials, and I'm going to be adding microphone support :D

(It detects volume though, not what you say. You can say "ZUVARRI" and it'll still Object/Hold It.

Image
priceless.
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
User avatar

The kind of judge you can trust

Gender: Male

Rank: Decisive Witness

Joined: Tue Jun 12, 2007 4:51 am

Posts: 279

Alright. Well, maybe someday you can add these kinds of add-ons for it :)

What about the characters that were left off the list of characters you need the animation frames for? It looks like a lot of the characters from the "main characters and regulars" page on court-records.net were left off your list. Should I get those, too?
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
User avatar

LuAA Developer

Gender: Male

Rank: Prosecutor

Joined: Thu Jan 01, 2009 4:46 pm

Posts: 607

Sure, if you don't mind.

The only animations I wish to omit for now are blinking and in-court animations. In-court animations are special, so I'll just do them myself.

Image
priceless.
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
User avatar

LuAA Developer

Gender: Male

Rank: Prosecutor

Joined: Thu Jan 01, 2009 4:46 pm

Posts: 607

Completed Pressing and Presenting of evidence as well as checking for trial availability:

Basically, you'll indicate each item in the case. For example:
Code:
[Evidence1]
Name = Badge
ID = 1
Type = Type : Personal Belonging
Description = No one would believe I was a...
.
.
.

[NPC16]
Name = Maya Fey
ID = 562 (THIS IS THE ID THAT THE ROM INTREPRETS)
NameboxID = 16 (This is important, shows "Maya" in the namebox of every textbox that involves her)
Type = Age : 17 (I dunno)\nGender : Female
Description = Blabhalbhalbha
.
.
.

Now the availability will look like so:

[TrialDay1]
RequiredEvidence = 4
RequiredNPC = 7

This means the second you meet NPC7 and you gain Evidence4, you'll be prompted by a script that you define like so:

[TrialDay1]
RequiredEvidence = 4
.
.
.
Pretrial1Text = "(Ok looks like we have all the evidence we need for the trial tomorrow)"
Pretrial1Anim = 0 (You're talking to yourself, no sprite animation here)
Pretrial1Mode = 1 (Blue text and MBlip default for all blue text)
Pretrial1Map = 0 (No changes to map, would be chaotic if you received NPC/Evidence requirements in different maps)
Pretrial1Song = 0 (No changes to song either)
Pretrial1NPC = 0 (.ini identifier for the textbox name)
Pretrial1Event = 0 (No event... just yet)
Pretrial2Text = "Looks like we have everything we need, Nick!"
Pretrial2Anim = 22 (Happy Maya)
Pretrial2Mode = 0 (White text with gender-defined SFX (defined by Anim))
Pretrial2Map = 0 (No changes to map, would be chaotic if you received NPC/Evidence requirements in different maps)
Pretrial2Song = 0 (No changes to song either)
Pretrial2NPC = 16 (.ini identifier for the textbox name, remember NPC16, with NameboxID = 16, was Maya?)
Pretrial2Event = 10 (Loads trial)


Simple enough? :]

Image
priceless.
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
User avatar

The kind of judge you can trust

Gender: Male

Rank: Decisive Witness

Joined: Tue Jun 12, 2007 4:51 am

Posts: 279

6 characters for you today :)

Godot
Pearl Fey
Franziska von Karma
Lotta Hart
Marvin Grossberg
Maggey Byrde(both as policewoman and waitress)

Keep up the good work on the code :D
Re: [Dev] AADS - Nintendo DS Casemaker.Topic%20Title
User avatar

LuAA Developer

Gender: Male

Rank: Prosecutor

Joined: Thu Jan 01, 2009 4:46 pm

Posts: 607

Shinkinrui wrote:
6 characters for you today :)

Keep up the good work on the code :D


O___________________O.

WOW, thanks man. Holy crap.

Well, trials are complete! (So happy to say this)

I'm adding .ini support now and soon will have a .ini demo for you guys on this weekend.

Image
priceless.
Page 4 of 22 [ 880 posts ] 
Go to page Previous  1, 2, 3, 4, 5, 6, 7 ... 22  Next
 
Display posts from previous:  Sort by  

 Board index » Present Evidence » Games

Who is online
Users browsing this forum: No registered users and 16 guests

You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum
Jump to:  
cron
News News
Powered by phpBB

phpBB SEO