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Re: [BETA 1] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title
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rednano12 wrote:
The major lagging point is right before a case, and before starting up (the palib screen). The Custom Animation Tutorial is also quite bad. The talking sfx is off as well. I think that is on purpose though... :yuusaku: When is the next revision coming? I really badly need GIF intro support. Already started a serious first case.


Starting up - Loads libFAT or EFSlib (should be less than 10 seconds
Right before a case - It loads all the variables for evidence/profiles (should be less than 5 seconds)
I'm also going to refine the custom animation components. Custom animation was one of the less worked on portions of the casemaker so I totally hacked it up instead of doing it properly. I'll be less laggy by the time I'm done with it.

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Re: [BETA 1] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title

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Thank you.

How do you get a DA or a prosecutor? Those don't seem to be built in yet... If I custom them, do I need to include the stand in the sprite? And finally... are there plans to make the characters blink? :larry:
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Re: [BETA 1] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title
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rednano12 wrote:
Thank you.

How do you get a DA or a prosecutor? Those don't seem to be built in yet... If I custom them, do I need to include the stand in the sprite? And finally... are there plans to make the characters blink? :larry:


DA's and Prosecutors are exactly like NPCs. You just need to have a bench placed on them though.

The bench looks like this, copy and paste it:

Image

There is one little problem with courtroom sprites that I forgot to overlook. There's an automatic fade-in and fade-out between animations that the courtrooms in GS games don't have. I forgot to remove it from the court rooms. I'll fix that in the next revision.

Yes there are plans to make the characters blink. That just wasn't one of the main priorities placed into this project.

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Re: [BETA 1] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title

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Psh, people don't need to blink!

Looks like I'll be making Phoenix and Payne now then.
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Re: [BETA 1] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title
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rednano12 wrote:
Psh, people don't need to blink!

Looks like I'll be making Phoenix and Payne now then.


Don't worry about Phoenix or Payne. I have them finished, but I forgot to include or script them (or rather, was too lazy)

I'll upload them for you.

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Re: [BETA 1] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title
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http://www.mediafire.com/?wm4nimqyqdz
http://www.mediafire.com/?yyyfwdjnzyz

You just need to script them yourself D:

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Re: [BETA 1] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title

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:D Thanks!
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Re: [BETA 1] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title
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I was actually surprised to see the amount of websites that mirrored Ace Attorney DS...

I'm tempted to include Court-Records as a reference in the ROM for users to come and create a casemaking community. Seems unethical though... opinions on this?

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Re: [BETA 1] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title

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Hmm...

Pros: Good developers come.
Cons: n00bs come.

I have no idea, maybe put it somewhere obscure?
Re: [BETA 1] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title

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Put it in the credits, or the Options menu, I don't know :phoenix:

Oh, and I need help. I just started creating a case, and I have two problems :
- All my apostrophes (you know, this one : ' ) appear as some "frowny" smiley... Though I think they looked fine in the tutorials.
- How do I un-center a text ? I just wanted to center the first line, so I put SCR1Alignment=1 ; but now all the following ones are centered too... I tried putting SCR2Alignment=0 but that didn't work... Any help ? :)
Re: [BETA 1] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title
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LeMoonwalker wrote:
Put it in the credits, or the Options menu, I don't know :phoenix:

Oh, and I need help. I just started creating a case, and I have two problems :
- All my apostrophes (you know, this one : ' ) appear as some "frowny" smiley... Though I think they looked fine in the tutorials.
- How do I un-center a text ? I just wanted to center the first line, so I put SCR1Alignment=1 ; but now all the following ones are centered too... I tried putting SCR2Alignment=0 but that didn't work... Any help ? :)


You may have a weird keyboard that outputs the apostrophes as alt codes.

The frowny smiley is alt code number ALT+146, which looks like : ’ on my computer.

Try copying and pasting this one: '

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Re: [BETA 1] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title

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Thank you !
This works ^^

Turns out I was indeed using the curved apostrophe (ALT+146). Yours works ;)

No idea about the centering that won't stop after line 1 though ?
It's not a big deal, but I wonder why I keep getting this problem, when it's perfectly fine in the tutorials...
Re: [BETA 1] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title
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LeMoonwalker wrote:
Thank you !
This works ^^

Turns out I was indeed using the curved apostrophe (ALT+146). Yours works ;)

No idea about the centering that won't stop after line 1 though ?
It's not a big deal, but I wonder why I keep getting this problem, when it's perfectly fine in the tutorials...


You have to re-align the alignment after the first line.

So:

SCR1Alignment=2 (centers text)
SCR1REGText=blahblah
SCR2Alignment=1 (shifts text back to left)

EDIT: ALSO,

Any bugs/suggestions are NEEDED. I'm going to compile a list of what to fix or add so I can work systematically without wondering what to do.

Thank you.

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Re: [BETA 1] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title

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Thank you. My problem was that I put 0 instead of 1... I'll remember it :)
All right, here are some of mine then :

- Possibility to create intros, working the same way as in the games (no need to press A, the text goes on automatically ; and the name of the case on the bottom screen. Also, as you mentionned, .gif support would be nice).
- More stability, it still crashes randomly on my card, though that will probably be fixed with mod support, and this is only a beta so...
- When you have a conversation with a character, if he stops talking for a line (when your character speaks, when he starts moving his mouth again, his sprite disappears for half a second. (Don't know if you understand :payne:)
- Get a fade-out/fade-in, for example when changing the map, you know, so that it doesn't change all of a sudden.

I'll post more later.

Also, did you take into account my idea of using the extra RAM that's on the M3 Expansion Pack or Nintendo Memory Cartridge ? I don't know if what you need to fix the bugs is more RAM, but if it is then that might work... :phoenix:

EDIT : I can't get my custom SFXs and sprites to work ! And I did everything the tutorial said :eh?:
Re: [BETA 1] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title
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LeMoonwalker wrote:
Thank you. My problem was that I put 0 instead of 1... I'll remember it :)
All right, here are some of mine then :

- Possibility to create intros, working the same way as in the games (no need to press A, the text goes on automatically ; and the name of the case on the bottom screen. Also, as you mentionned, .gif support would be nice).
- More stability, it still crashes randomly on my card, though that will probably be fixed with mod support, and this is only a beta so...
- When you have a conversation with a character, if he stops talking for a line (when your character speaks, when he starts moving his mouth again, his sprite disappears for half a second. (Don't know if you understand :payne:)
- Get a fade-out/fade-in, for example when changing the map, you know, so that it doesn't change all of a sudden.

I'll post more later.

Also, did you take into account my idea of using the extra RAM that's on the M3 Expansion Pack or Nintendo Memory Cartridge ? I don't know if what you need to fix the bugs is more RAM, but if it is then that might work... :phoenix:

EDIT : I can't get my custom SFXs and sprites to work ! And I did everything the tutorial said :eh?:


- Possibility to create intros, working the same way as in the games (no need to press A, the text goes on automatically ; and the name of the case on the bottom screen. Also, as you mentionned, .gif support would be nice).

.gif support has been added in.
No need to press A and text going automatically is already in, look at the JumpToText tutorial.

- More stability, it still crashes randomly on my card, though that will probably be fixed with mod support, and this is only a beta so...
Still crashes while the mp3 archive is deleted? Weird...

- When you have a conversation with a character, if he stops talking for a line (when your character speaks, when he starts moving his mouth again, his sprite disappears for half a second. (Don't know if you understand :payne:)
I'll investigate this issue.

- Get a fade-out/fade-in, for example when changing the map, you know, so that it doesn't change all of a sudden.
That I can do!

Thanks for your suggestions, I'll work on this.

For the custom animation/sfx, do you get any errors? Post what you see for the errors here.

EDIT:

I found a fix for MP3 streaming while loading from FAT. This has come up as a glitch for many people so far so I'll be trying to fix this.

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Re: [BETA 1] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title
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Revision 1.1 will be released today and will include:

-Fix for .mp3 files (no more crashing)
-FadeIn/FadeOut events
-GIF movie loading
-Fixed lag issue with custom animations

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Re: [BETA 1] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title

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B12Core wrote:
Revision 1.1 will be released today and will include:

-Fix for .mp3 files (no more crashing)
-FadeIn/FadeOut events
-GIF movie loading
-Fixed lag issue with custom animations

Wow, great ! ^^

Will there be .mod compatibility in this one ?

Quote:
For the custom animation/sfx, do you get any errors? Post what you see for the errors here.

No error is showing.
For the non-showing up SFX, it simply doesn't play. What I did was put SCR21SFX=14 (with 14 being the filename of the .raw file I put in the corresponding folder), and it doesn't play any sound.

And for the sprite, I spent some time creating a Trucy one, and respected the tutorial exactly, what it does is that the previous sprite never disappears, and Trucy never appears.
Maybe the problem comes from my sprite, I can send it to you if you think you'll have time to give it a check.

Anyway, thanks a lot for all your help. Not all devs take time to personnally answer to everyone :phoenix:
Re: [BETA 1] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title
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LeMoonwalker wrote:
B12Core wrote:
Revision 1.1 will be released today and will include:

-Fix for .mp3 files (no more crashing)
-FadeIn/FadeOut events
-GIF movie loading
-Fixed lag issue with custom animations

Wow, great ! ^^

Will there be .mod compatibility in this one ?

Quote:
For the custom animation/sfx, do you get any errors? Post what you see for the errors here.

No error is showing.
For the non-showing up SFX, it simply doesn't play. What I did was put SCR21SFX=14 (with 14 being the filename of the .raw file I put in the corresponding folder), and it doesn't play any sound.

And for the sprite, I spent some time creating a Trucy one, and respected the tutorial exactly, what it does is that the previous sprite never disappears, and Trucy never appears.
Maybe the problem comes from my sprite, I can send it to you if you think you'll have time to give it a check.

Anyway, thanks a lot for all your help. Not all devs take time to personnally answer to everyone :phoenix:


And for the sprite, I spent some time creating a Trucy one, and respected the tutorial exactly, what it does is that the previous sprite never disappears, and Trucy never appears.
Maybe the problem comes from my sprite, I can send it to you if you think you'll have time to give it a check.

I'll test the sprite transitions.

No error is showing.
For the non-showing up SFX, it simply doesn't play. What I did was put SCR21SFX=14 (with 14 being the filename of the .raw file I put in the corresponding folder), and it doesn't play any sound.

You may have converted it incorrectly? If there is no error, then it locates the sound effect and tries to play it. However, it may not be parsed correctly.

Wow, great ! ^^
Will there be .mod compatibility in this one ?

No .mod compatibility, sorry. The DS's arm7 engine handles all the sound and cannot handle more than one file format of sound.

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Re: [BETA 1] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title

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Quote:
You may have converted it incorrectly? If there is no error, then it locates the sound effect and tries to play it. However, it may not be parsed correctly.

Well, I don't know. It seems good to me ; it plays perfectly on the computer.
I uploaded a rar archive with my custom RAW files here, it's really small so if you feel like checking it, I'd appreciate it cause I really can't figure out where the problem is :larry:
These are typical PW sounds I found on CR anyway, so it's nothing strange...

Quote:
No .mod compatibility, sorry. The DS's arm7 engine handles all the sound and cannot handle more than one file format of sound.

Well, it's okay, if as you say MP3 doesn't crash anymore :)
Re: [BETA 1] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title
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LeMoonwalker wrote:
Quote:
You may have converted it incorrectly? If there is no error, then it locates the sound effect and tries to play it. However, it may not be parsed correctly.

Well, I don't know. It seems good to me ; it plays perfectly on the computer.
I uploaded a rar archive with my custom RAW files here, it's really small so if you feel like checking it, I'd appreciate it cause I really can't figure out where the problem is :larry:
These are typical PW sounds I found on CR anyway, so it's nothing strange...

Quote:
No .mod compatibility, sorry. The DS's arm7 engine handles all the sound and cannot handle more than one file format of sound.

Well, it's okay, if as you say MP3 doesn't crash anymore :)


MP3 crashing should be at a MINIMUM now. I'm still testing it to make sure that it doesn't crash, hasn't crashed for me yet.

There is an error with switching .mp3 files, that no one's been able to fix so far. I'll see what I can do about this.

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Re: [BETA 1] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title
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LeMoonwalker wrote:
B12Core wrote:
Revision 1.1 will be released today and will include:

-Fix for .mp3 files (no more crashing)
-FadeIn/FadeOut events
-GIF movie loading
-Fixed lag issue with custom animations

Wow, great ! ^^

Will there be .mod compatibility in this one ?

Quote:
For the custom animation/sfx, do you get any errors? Post what you see for the errors here.

No error is showing.
For the non-showing up SFX, it simply doesn't play. What I did was put SCR21SFX=14 (with 14 being the filename of the .raw file I put in the corresponding folder), and it doesn't play any sound.

And for the sprite, I spent some time creating a Trucy one, and respected the tutorial exactly, what it does is that the previous sprite never disappears, and Trucy never appears.
Maybe the problem comes from my sprite, I can send it to you if you think you'll have time to give it a check.

Anyway, thanks a lot for all your help. Not all devs take time to personnally answer to everyone :phoenix:


And by the way, about the animation problem.

MAKE SURE [SpriteX], as in the section in init.ini has an X value of over 5001. I'm sorry, forgot to specify that...

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Re: [BETA 1] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title

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Ah, well that changes everything ^^
My Trucy sprite went from 592 to 595, so it couldn't work.
Thanks :)

Actually, I tried something different for my SFXs.

Instead of putting SCR14SFX=13, I put SCR14SFX=1013.
Now it does play, but it replaces the character beeps. How do I get it to play just once ?
Re: [BETA 1] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title
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LeMoonwalker wrote:
Ah, well that changes everything ^^
My Trucy sprite went from 592 to 595, so it couldn't work.
Thanks :)

Actually, I tried something different for my SFXs.

Instead of putting SCR14SFX=13, I put SCR14SFX=1013.
Now it does play, but it replaces the character beeps. How do I get it to play just once ?


SCR14SFX=13
SCR14REGText=Text Here
SCR14SFXText=T

1013 is an automatic function that replaces the use of SFXText. If you want to define the SFXText, you subtract 1000 and place SFXText to where the sound should play.

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Re: [BETA 1] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title

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Yes, except I've got an odd bug : when I don't put "10" before the filenumber, it doesn't play at all.
And as you said, if I do put "10", it replaces the SFXText and plays multiple times.

Oh well, it's not that important. I'll try some things to make it work, maybe I'll find a way.

And how is the 1.1 version going ? Think you'll have it released this week ? :)
Re: [BETA 1] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title
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LeMoonwalker wrote:
Yes, except I've got an odd bug : when I don't put "10" before the filenumber, it doesn't play at all.
And as you said, if I do put "10", it replaces the SFXText and plays multiple times.

Oh well, it's not that important. I'll try some things to make it work, maybe I'll find a way.

And how is the 1.1 version going ? Think you'll have it released this week ? :)


Perhaps you referenced the SFXText incorrectly? That's really weird, it worked for me in the tutorials.

1.1 is almost complete, I'm uploading in a second. There's no .gif support though, since .gif's sort of glitch (not a stable .gif release for the DS homebrew community). Instead we'll be using custom animation and a custom movie function.

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Re: [BETA 1] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title
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I updated to version 1.1.

Features include:

+ MP3 playing is now fixed, no more crashing!
+ Movie support
+ Correct SFX for buttons
+ Fixed lagging custom animation
+ Fixed testimony prompt

http://www.4shared.com/account/file/949 ... S_v11.html

^ ROM.

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Re: [BETA 1] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title

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im getting random freezing during the cases with the music still :(

after i finished the intro , and was asked if i wanted to redo it, when i said no, it froze and the music just looped the last 3 seconds over and over and froze. , i tried another case and it froze all together in the middle of it.
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Not that I'd know, but I don't think the freezing has anything to do with the music in those cases.
Re: [BETA 1] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title
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It is the .mp3 files since after people deleted their .mp3 archive, everything was fine.

I'm thinking that the problem is streaming the music files while loading items from FAT (an issue that has come up several times for PALib users).

I'll investigate this and implement .mod support if I need to.

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Re: [BETA 1] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title

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What do you mean by "Movie support" ?

And thanks for the new release, but to me it still crashes, maybe even more than the first one :(

Anyway, the main thing I need right now is for my SFXs to work (I really don't get why they don't !) and the same goes for my Trucy sprite that's not centered and not transparent (though I did make a transparent png...) to really get into making my case. Oh well, guess I'll just wait until you add her (if you intend to).
Re: [BETA 1] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title

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Mp3 gives me the same bug with my options. :headbang: Everything else seems to be working fine though.
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Re: [BETA 1] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title
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I absolutely have no time today to refine my next fix for 1.1. However, it has .mod support rather than .mp3 support. So I'd suggest you to download some .mods to use for future revisions. I'll be providing a .mod archive with it from now on, with songs similar/in the style of GS games.

Here are some free .mod download sites:

http://modarchive.org/
http://www.s3m.com/dma/
http://themoddepot.com/

Have fun!

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Re: [BETA 1] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title

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Thanks! Is it possible to convert mp3s to mods? Or are they in a format similar to midis? Also, is it possible to do a screen flash? It just flashes white for dramatic effect. Last, but not least, are Court Room Overviews possible? Where it shows the whole room and the mini sprites. Thank you!
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Re: [BETA 1] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title

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Mods are mids, but with sound data for instruments. So no.
Midi to mod works though.
Re: [BETA 1] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title
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rednano12 wrote:
Thanks! Is it possible to convert mp3s to mods? Or are they in a format similar to midis? Also, is it possible to do a screen flash? It just flashes white for dramatic effect. Last, but not least, are Court Room Overviews possible? Where it shows the whole room and the mini sprites. Thank you!


Hmm.

The white flash effect will be an effect created with GFXText. This will be a feature I will work on once I know that this casemaker is glitch-free.

EDIT: I don't need to work on a court room overview.

Why? You can do it yourself already!

Just make a custom map of the court room overview map, then place the sprites that you want with the audience, prosecutor, witness, DA and aids on an animation sheet with 3 animations (1 for each jury animation) and use that with a custom animation function and you're done!

If anyone didn't get that, just tell me and I'll explain it more clearly.

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Re: [BETA 1] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title

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I get it! Cool. White flash is something that adds a lot to the game. Same with custom music. I hope you consider this, and have thought it through properly. Might it be possible to try with ogg files as they are open source? I really don't know anything.
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Re: [BETA 1] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title
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rednano12 wrote:
I get it! Cool. White flash is something that adds a lot to the game. Same with custom music. I hope you consider this, and have thought it through properly. Might it be possible to try with ogg files as they are open source? I really don't know anything.


The only compatible sound files in the DS homebrew library that are nice to deal with are:

.mp3
.mod

The only other ones are the .mod extensions, such as .it, .xm, etc. which are extremely evil to deal with, especially with loading/streaming, etc. That's why I'm only including .mod playing.

Custom music has already been added in, but now it's custom .mod files, rather than custom .mp3. I'll add in white flash, doesn't seem hard at all, really, and some other stuff later.

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Re: [BETA 1] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title

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Aight. Thanks for being so helpful! I finished scripting Payne. If I send you the bin files and the script itself, could you code it in? I suppose I can do most of the court characters. Doing the judge now, Phoenix is last since he has so many poses.
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Re: [BETA 1] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title
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rednano12 wrote:
Aight. Thanks for being so helpful! I finished scripting Payne. If I send you the bin files and the script itself, could you code it in? I suppose I can do most of the court characters. Doing the judge now, Phoenix is last since he has so many poses.


Why do the judge? The judge is already finished. Check the AnimationIDs.txt.

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Re: [BETA 1] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title

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*facepalm* Wow. That means I have to do Phoenix...

I'm lazy. Sue me.

EDIT: Did Ceres give you permission to use the Payne reading sprite? Just wanted to make sure.
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