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Re: [ALPHA] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title
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LuAA Developer

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Just added support for conditional statements.

The only variables that this supports for now, though, is ITEM(x).EXISTS, with x being the item ID.

Example:

SCR(1).REG_TEXT=IF[ITEM(100).EXISTS]?TRUE:FALSE

If the player has item 100 within their disposal, the game outputs TRUE on the screen. Otherwise, the game will output FALSE.

This should be the only condition required for basic Ace Attorney games. However, I will be adding custom support for variables and further conditions later.

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Re: [ALPHA] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title
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I'm a wuffy!

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Congratulations, B12Core! Your engine is superb! Though the minor glitches aren't so notable, it serves its purpose. I will wait for the complete version!
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Re: [ALPHA] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title
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LuAA Developer

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haven't been working on this as much as I should have, continuing development today ^^

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

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So, are you still working on this ? ^^
So far it looks like you're really taking it seriously, this should be a great casemaker :)
Re: [ALPHA] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title
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LuAA Developer

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LeMoonwalker wrote:
So, are you still working on this ? ^^
So far it looks like you're really taking it seriously, this should be a great casemaker :)


I'm going to re-do the engine, this time using .lua scripts, taking the base from Micro Lua DS (a community-based project for porting .lua scripts on the NDS).

.ini is just too restricted in terms of more complex scripts.

Micro Lua DS will help incorporate loops, if/elseif statements, and many other common functions a language would have.

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Re: [ALPHA] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title
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LuAA Developer

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Updated project page, this project is on-going now.

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Re: LuAA - Nintendo DS CasemakerTopic%20Title
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I have returned!

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Mod edit: No more bickering about other casemakers
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Re: [ALPHA] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title
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LuAA Developer

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went over the specification for LuAA today

thinking about programming it in this fashion:

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anyways, the custom menu engine (instream) is complete!

expect more soon.

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Re: [ALPHA] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title
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LuAA Developer

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an overview on instream <trying to make this as flexible as I can ^^>

very simple 'instream engine' controls the loading of menus/custom gui's. This allows the user to create their own custom menus, such as the mason system and anything extra that may not be included by LuAA.

Code:
dofile ("LuAA/core/in.lua")

while true do
   instream.read()
end


This is the structure of core.lua (so far), this is basically the program's loop.

Code:
instream = {}

instream.gui = "main"
instream.constructed = false
instream.read = nil

instream.construct =    function()
            dofile ("LuAA/gui/"..instream.gui..".lua")
            gui.construct()
            instream.read = function()
                     gui.update()
                  end
         end
instream.deconstruct =    function()
            instream.constructed = false
            instream.read = nil
end


Code:
dofile ("LuAA/gui/"..instream.gui..".lua")


This is the default gui that is loaded when the game starts. instream.gui is a string named "main", therefore LuAA/gui/main.lua is loaded.

Code:
dofile("LuAA/gui/button.lua")

cmd = {}

gui = {}
gui.constructed = false
gui.construct = function()
         cmd[1] = newButton(56, 60, 144 + 56, 26 + 60)
         cmd[2] = newButton(56, 106, 144 + 56, 26 + 106)
         gui.constructed = true
      end


gui.update =    function()
         while gui.constructed == true do
            Controls.read()
            if Stylus.held_OnButton(cmd[1], Stylus.X, Stylus.Y) then
               dofile("LuAA/core/in.lua")
               instream.gui = "caseselection"
               gui.constructed = false
            elseif Stylus.held_OnButton(cmd[2], Stylus.X, Stylus.Y) then
               dofile("LuAA/core/in.lua")
               instream.gui = "main3"
               gui.constructed = false
            end
            startDrawing()

            screen.print(SCREEN_UP, 0, 0, "Hello World")
            stopDrawing()
         end
         
         instream.construct()
      end


Code:
gui.construct = function()
         cmd[1] = newButton(56, 60, 144 + 56, 26 + 60)
         cmd[2] = newButton(56, 106, 144 + 56, 26 + 106)
         gui.constructed = true
      end


gui.construct is a function that constructs the menu, basically setting up all the variables/objects required for the gui to run.

Code:
gui.update =    function()
         while gui.constructed == true do
            Controls.read()
            if Stylus.held_OnButton(cmd[1], Stylus.X, Stylus.Y) then
               dofile("LuAA/core/in.lua")
               instream.gui = "caseselection"
               gui.constructed = false
            elseif Stylus.held_OnButton(cmd[2], Stylus.X, Stylus.Y) then
               dofile("LuAA/core/in.lua")
               instream.gui = "options"
               gui.constructed = false
            elseif Keys.newPress.A then
               dofile("LuAA/core/in.lua")
               instream.gui = "test"
               gui.constructed = false
            end
            startDrawing()

            screen.print(SCREEN_UP, 0, 0, "Hello World")
            stopDrawing()
         end


The first part of gui.update is basically used to:

1. Read controls (stylus presses/key presses) for user input.
2. Do what the menu is supposed to do, recall:

core.lua:

Code:
dofile ("LuAA/core/in.lua")

while true do
   instream.read()
end


instream.read():

Code:
   instream.read = function()
      gui.update()
   end


gui.update():

Code:
gui.update =    function()
         while gui.constructed == true do
            Controls.read()
            if Stylus.held_OnButton(cmd[1], Stylus.X, Stylus.Y) then
               dofile("LuAA/core/in.lua")
               instream.gui = "caseselection"
               gui.constructed = false
            elseif Stylus.held_OnButton(cmd[2], Stylus.X, Stylus.Y) then
               dofile("LuAA/core/in.lua")
               instream.gui = "options"
               gui.constructed = false
            elseif Keys.newPress.A then
               dofile("LuAA/core/in.lua")
               instream.gui = "test"
               gui.constructed = false
            end
            startDrawing()

            screen.print(SCREEN_UP, 0, 0, "Hello World")
            stopDrawing()
         end


This is why the function in gui.update is looped repeatedly, looping whatever is inside of it.

Now for the deconstruction.

Code:
            if Stylus.held_OnButton(cmd[1], Stylus.X, Stylus.Y) then
               dofile("LuAA/core/in.lua")
               instream.gui = "caseselection"
               gui.constructed = false


Basically this states,

if the stylus is held on top of cmd[1]'s rectangle defined by the 4 points that constructed it in gui.construct, then set the new gui path to "caseselection". This also deconstructs the gui, ending the loop. This will follow the ended loop off with the 2nd part of gui.update() which is:

Code:
         instream.construct()
      end


instream is then reconstructed with "caseselection" as instream.gui.

Therefore,

Code:
dofile ("LuAA/gui/"..instream.gui..".lua")


would load LuAA/gui/caseselection.lua, reconstructing all the functions/variables, with an entirely new construct/update function.

^^ any comments/suggestions are welcome. I'm EXTREMELY new to Lua (started this Wednesday) so any pointers on my coding is highly appreciated.

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Re: [ALPHA] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title
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LuAA Developer

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Currently working on porting the PWlib animation engine into LuAA, so that animation frames from PWlib may be used with LuAA.

<Paragraph Removed for breaking 'No Comparison' Rule -Gerk>

I'll keep you posted on this.

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Re: [ALPHA] Ace Attorney DS - Nintendo DS Casemaker.Topic%20Title
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PyWright's porting system for PWlib graphics is now ported onto LuAA.

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Re: LuAA - Nintendo DS CasemakerTopic%20Title
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AIGE/PWLib Casemaker Developer

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I think I didn't give you authorization for that.

I'll let Gerkuman handle this.
PWLib 1.2 Under Development

PWLib Casemaker (Version 1.1) at http://forums.court-records.net/viewtopic.php?f=36&t=8788


Last edited by KSA_Tech on Fri Nov 27, 2009 3:13 am, edited 1 time in total.
Re: LuAA - Nintendo DS CasemakerTopic%20Title
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What is my liiiife?!?

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B12, you know the rules about casemaker comparisons. (ie, they're not allowed). Gonna give ya 3 days suspension to think about it, we're not having these casemakers wars start up again.
Re: LuAA - Nintendo DS CasemakerTopic%20Title
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Gerkuman wrote:
B12, you know the rules about casemaker comparisons. (ie, they're not allowed). Gonna give ya 3 days suspension to think about it, we're not having these casemakers wars start up again.


I guess you guys took my words in a wrong way.

When I meant inefficient, I meant that it would simply not run cleanly on the DS without having lag inbetween.

It was not meant to be a personal attack towards KSA_Tech whatsoever, however I should've worded better
(instead of "was inefficient", I should've said "would not run on the DS without slowing down the program".)

In fact, when I joined back to CR (back in August), I made sure that things between us were fine (I did the mature thing and sent him a PM apologizing and hoping for a clean start to PREVENT the casemaker wars). The last thing I would want is to piss off KSA_tech.

Also, I did not know about the casemaker comparison rules (I wasn't in the CR scene while I was working on other projects when this was implemented).

Just clarifying my point of view here. LuAA will be released very soon! :keiko: :keiko:

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Last edited by B12Core on Wed Dec 02, 2009 12:09 am, edited 1 time in total.
Re: LuAA - Nintendo DS CasemakerTopic%20Title
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I have yet to struggle with anything major for now.

The only main issue is the lack of alpha transparency in the library I am currently working with. There is a function for alpha layering, but I have yet to implement that.

For now, I will be implementing a more complex way to load textboxes with alpha transparency. Until then, I will be working on better ways on conducting this.

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Re: LuAA - Nintendo DS CasemakerTopic%20Title
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Finished:

{n} functionality for new lines.
{func} functionality for dynamic functions within text.

I'm currently using PyWright's {} syntax for easy portability between LuAA and PyWright.
{func} works similarly to PyWright's pre-defined {} functions, such as {f} for "flash" except the user pre-defines "func" as a function within the code.

For instance:

PyWright:

"*flash* {f}*flash*"

LuAA:

func["f"] = flash()

say("*flash* {f}*flash*")

This also means you can use this dynamic "func" system to set animation layers to show different characters.

func["maya_confident"] = setanim("LuAA/art/port/maya/confident(talk).png")

say("oh of course {maya_confident} I know.")

I feel the engine will be fully ready for a BETA, open-source release by the end of this week.

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Re: LuAA - Nintendo DS CasemakerTopic%20Title
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Nyaaaaan~ Moé Powers Go!

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It's good to see that LuAA is still progressing. My focus is to have ROTP ported once the PWLib version is fully finished. It's good to see the progress occurring with this!
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Re: LuAA - Nintendo DS CasemakerTopic%20Title
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expect ALPHA 1 sometime this week :)

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Re: LuAA - Nintendo DS CasemakerTopic%20Title
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The kind of judge you can trust

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Heya, I know I haven't been around in ages, but I just wanted to drop by and say I still lurk here from time to time to read about this project, and I'm still greatly looking forward to playing PW fangames on my DS. Good luck with the new way of doing things, and I can't wait to see some demos :)
Re: LuAA - Nintendo DS CasemakerTopic%20Title
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"...Naturally."

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I seriously can not wait for this to come out. I've been a fan of this project since it's AADS days! Once Case 1 of the PWlib version of my fangame is released, I'll be working on porting it straight away! Heh, might even be the first ever released LuAA case! :karma:

Anyway, good luck with developing the case maker!
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Re: LuAA - Nintendo DS CasemakerTopic%20Title
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xD thanks for the support guys

I've been trying to work on this as much as I can.

however, stuff has constantly been getting in the way (after april last year, I had Operation Libra to work on), this summer I sort of slacked (starcraft, what can I say? D: )

Beginning of this year, I continued working on this, got a lot of other projects (involving LuAA) in mind. I still didn't REALLY work on this as much as I could've.

I've been working vigorously, however, these past few days, to get this working. This week, however, I will be having several trips for our ski team including an overnight. That means little programming time :( sorry guys.

I will try to see if I can pull some sort of all-nighter this weekend.

In the mean-time, good luck in school/work, guys!

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Re: LuAA - Nintendo DS CasemakerTopic%20Title
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WOW! Found my solution for the alpha transparency issue, MANY thanks to Reylak (uLibrary/Micro Lua DS expert xD)

http://microlua.xooit.fr/t460-Alpha-tra ... .htm#p6490

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Re: LuAA - Nintendo DS CasemakerTopic%20Title
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I was one of the lucky ones who had a working AADS with their flashcard so I know from experience it's a great program. I'm looking forward to the new release as I can't wait to see fan games played on your DS. It sounds so exciting to think that my own (AJAA: JA) or ShadowEdgeworth's (ME: AA) and even Papermario13689's (ROTP) could be on the DS.

As you've swapped to Lua scripts, have the functions changed to create a game much? Oh and is there a possibility of you, KSA_Tech and Saluk making an import script to this game? What I mean is, say I have my Pwlib based game and I want the LuAA version, but I don't want to code again, can I somehow press a button which converts my pwlib script to LuAA style? If this function could be invented/used and you had the permission of KSA_Tech and Saluk, I think many would be seeing a LuAA release of their fan games along with their originals.

Ptapcc
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Re: LuAA - Nintendo DS CasemakerTopic%20Title
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Until I possibly make a program to convert, he isn't allowed to support "PWLib code" on his LuAA, neither make a conversion application.

Also I'm recommending to people to, if possible, go a bit further on the functionality of their games, so probably direct conversions might not be possible.
PWLib 1.2 Under Development

PWLib Casemaker (Version 1.1) at http://forums.court-records.net/viewtopic.php?f=36&t=8788
Re: LuAA - Nintendo DS CasemakerTopic%20Title
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KSA_Tech wrote:
Until I possibly make a program to convert, he isn't allowed to support "PWLib code" on his LuAA, neither make a conversion application.

Also I'm recommending to people to, if possible, go a bit further on the functionality of their games, so probably direct conversions might not be possible.


If you read over the post, I stated if you, Saluk and B12core worked together and/or you both gave permission for this to be allowed. I didn't mean for him to do it without your permission, so I apologize to you to clear up any misunderstandings.

No direct conversions? I suppose there would be a problem with special features in each game as not every engine resembles each other and supports their features.

B12Core: When you say Alpha release, do you mean the first release that hasn't been tested. It's practically raw and you are waiting for people to comment on it? If so, I look forward as the best way to fix mistakes and errors is constructive criticism.

Ptapcc
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Re: LuAA - Nintendo DS CasemakerTopic%20Title
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"...Naturally."

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Ptapcc wrote:
KSA_Tech wrote:
Until I possibly make a program to convert, he isn't allowed to support "PWLib code" on his LuAA, neither make a conversion application.

Also I'm recommending to people to, if possible, go a bit further on the functionality of their games, so probably direct conversions might not be possible.


If you read over the post, I stated if you, Saluk and B12core worked together and/or you both gave permission for this to be allowed. I didn't mean for him to do it without your permission, so I apologize to you to clear up any misunderstandings.

No direct conversions? I suppose there would be a problem with special features in each game as not every engine resembles each other and supports their features.

B12Core: When you say Alpha release, do you mean the first release that hasn't been tested. It's practically raw and you are waiting for people to comment on it? If so, I look forward as the best way to fix mistakes and errors is constructive criticism.

Ptapcc


I suppose, with the Alpha being the first release, I would be suprised if it could support Percieve and Gyakuten Kenji-style systems. They may be quite complex to create, considering the graphics involved. E.G- Logic, Confrontation, 3D Evidence Examination.
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Re: LuAA - Nintendo DS CasemakerTopic%20Title
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AIGE/PWLib Casemaker Developer

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Ptapcc, I did understand what you meant, but I don't like B12Core personally (He did, and still does, many things I dislike), so I don't know if this could work out nicely.

I can't (and won't) allow any other engine to support direct PWLib-AHLSL code interpretation due to the nature of AHLSL. It isn't open source like the other two. I mentioned that way before AADS ever existed, during the first versions of PWLib.

Percieve and Gyakuten Kenji-style systems may be very hard on the DS, but it isn't really that hard if you have more resources to use.
PWLib 1.2 Under Development

PWLib Casemaker (Version 1.1) at http://forums.court-records.net/viewtopic.php?f=36&t=8788
Re: LuAA - Nintendo DS CasemakerTopic%20Title
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"...Naturally."

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Ah, well, I guess the PWlib games will have to be manually coded.



Aw nuts.
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Re: LuAA - Nintendo DS CasemakerTopic%20Title
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It is kinda expected considering that PWLib's core engine (AIGE) isn't just a simple PW engine.

Probably PWLib might get a DS version in the future (an AIGE on the DS with a simpler PWLib script for it to work probably), and/or an editor that can output LuAA code (with the only "issue" of the gfx needing to be converted outside of it for it 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: LuAA - Nintendo DS CasemakerTopic%20Title
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KSA_Tech wrote:
It is kinda expected considering that PWLib's core engine (AIGE) isn't just a simple PW engine.

Probably PWLib might get a DS version in the future (an AIGE on the DS with a simpler PWLib script for it to work probably), and/or an editor that can output LuAA code (with the only "issue" of the gfx needing to be converted outside of it for it to work).


That's true. AIGE is unique and is simply amazing for a Visual Novel engine. The games you could create with it aren't just limited to Phoenix Wright.

PWlib DS Version? Now that would be amazing.

................

B12Core: There's a question that plagues my mind. How did you manage to create this engine? Did you unpack an AA game and fiddle with the code then recreate that in Lua and Ini scripts?

Ptapcc
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Re: LuAA - Nintendo DS CasemakerTopic%20Title
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LuAA Developer

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hey guys, just got back from a ski meet.

so, uh... just some clarification ^^

Quote:
Until I possibly make a program to convert, he isn't allowed to support "PWLib code" on his LuAA, neither make a conversion application.


Not planning on using "PWLib code"... whatever that is. PWLib is no different from any other visual novel engine, the code required isn't difficult enough to reverse engineer to have to steal "BEST VISUAL NOVEL ENGINE EVER" 's code.

Quote:
If you read over the post, I stated if you, Saluk and B12core worked together and/or you both gave permission for this to be allowed. I didn't mean for him to do it without your permission, so I apologize to you to clear up any misunderstandings.


Anything on PWLib shouldn't be too difficult to re-emulate on LuAA. However, the DS is limited to some extent (there's only 1 BG layer/1 sprite layer on the top screen during talking).

Quote:
No direct conversions? I suppose there would be a problem with special features in each game as not every engine resembles each other and supports their features.


Any custom engines/features you choose to recreate can be programmed by yourself! LuAA gives you the full power of Micro Lua DS (http://code.google.com/p/microlua/wiki/ApiThreeDotZero << documentation) for the drawing of images/shapes on the screen. Also, any help required for these tasks can be brought to me ^^

Quote:
B12Core: When you say Alpha release, do you mean the first release that hasn't been tested. It's practically raw and you are waiting for people to comment on it? If so, I look forward as the best way to fix mistakes and errors is constructive criticism.


I'm attempting an early release so that once it's open-source anyone willing to contribute may contribute. However, I don't see how the ALPHA version cannot be used for creating cases (any future revisions will be updated and instructions on how to update will be given.)

Quote:
I suppose, with the Alpha being the first release, I would be suprised if it could support Percieve and Gyakuten Kenji-style systems. They may be quite complex to create, considering the graphics involved. E.G- Logic, Confrontation, 3D Evidence Examination.


Perceive will not be included with Alpha. However, Perceive is not something that could not be supported (if you wished to, you could program it yourself, that is if I don't get to it myself xD)

Quote:
Ptapcc, I did understand what you meant, but I don't like B12Core personally (He did, and still does, many things I dislike), so I don't know if this could work out nicely.


Aw, but I love you :( drop me a PM, I wanna know what's wrong honey <3

Quote:
Ah, well, I guess the PWlib games will have to be manually coded.


saluk and I are working on making PyWright/LuAA compatible between the two engines, just if you're wondering.

Quote:
B12Core: There's a question that plagues my mind. How did you manage to create this engine? Did you unpack an AA game and fiddle with the code then recreate that in Lua and Ini scripts?


Like any other visual novel engine...
You'd be surprised how simple the actual engine of a visual novel game is. The actual implementation of a casemaker API is quite different, however.

Quote:
It is kinda expected considering that PWLib's core engine (AIGE) isn't just a simple PW engine.

Probably PWLib might get a DS version in the future (an AIGE on the DS with a simpler PWLib script for it to work probably), and/or an editor that can output LuAA code (with the only "issue" of the gfx needing to be converted outside of it for it to work)


Good luck with that.

There's a reason why I've been programming AADS/LuAA on and off for a year now. There is an extreme amount of efficiency required in order for a feasible game such as a PW engine to work.

I enjoy the fact that you tell people "Oh AADS only has 2 layers to work with, hey guys forget him; I have almost an unlimited amount of layers!", then go about how you're going to port your complicated engine to a 4 MB RAM platform.

You're very lucky; being able to work with 4 gigabytes of RAM on a computer. I have 4 megabytes to work with. The level of programming you're partaking in doesn't even compared to the amount of efficiency used in any mobile application with hardware limitations.

Then again, if it feeds your ego any, you can go ahead :) have fun.

But when no one uses your DS engine, don't go blaming, and I quote, "the stupidity of the C-R community".

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Last edited by B12Core on Wed Dec 09, 2009 2:46 am, edited 3 times in total.
Re: LuAA - Nintendo DS CasemakerTopic%20Title
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I'd say

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B12core, Eesh, use quotes next time, your last post can be hard to decipher.

But I understand what you're trying to say.
Lua is quite versatile in that aspect + it has a pretty large programmer community.
So let's see what you can come up with.

Ps: Great to hear you and Saluk are working on a way to import cases.
It's always great to hear when developers are able to join hands and work on something together for the community, rather then for satisfying their own egotistical needs. :P
Re: LuAA - Nintendo DS CasemakerTopic%20Title
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LuAA Developer

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Just some specs on the API:

Currently LuAA will be capable of:

Top Screen:
2 Background Layers (1 animated, char layer, 1 unanimated, bg layer)
1 Sprite Layer (foreground)
1 Textbox with name
1 Text layer

Bottom Screen:

1 Play button
1 Court Record button
No background (small sacrifice for a working top screen)

Now,

for foreground animations (hold it, take that, objection), you will need to merge these animations to the sprites in the character layer.

This is due to limitations of the DS. This is a not a big sacrifice, of course, since you will probably only need 6 animations per case (1 defense/1 prosecutor).

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Re: LuAA - Nintendo DS CasemakerTopic%20Title
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AIGE/PWLib Casemaker Developer

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B12, you love to distort what i post, always. That's why I dislike posting here (and dialike you by extension).

AIGE was developed based on the PC, and due to the vast memory available compared to a portable, you tend to care less about efficiency (since there's lots of memory to use).

Working on the DS is a pain due to its memory limitations (some friends of mime did a DS game for an uni project), but it isn't at any level worse then on the pc. I know the efficiency needed for resource-limited systems.

I admit that PWLib be hard for some users is my fault. It is long ago since I stopped saying about that line about CR (so stop misleading people trying to make they think I still say that). and I see that there is a considerable number of people using PWLib.

I sorted that ego a long time ago, PWLib is just another project I have in mind.

And don't forget: don't compare PWLib with what you have on 1.1. 1.2 crushes all that 1.1 is.

Also don't go thinking a visual novel engine is so simple. It looks simple in the base, but depending on what you add, it can get a lot more complicated. But a very simple visual novel engine is indeed easy.
PWLib 1.2 Under Development

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

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KSA_Tech wrote:
B12, you love to distort what i post, always. That's why I dislike posting here (and dialike you by extension).

AIGE was developed based on the PC, and due to the vast memory available compared to a portable, you tend to care less about efficiency (since there's lots of memory to use).

Working on the DS is a pain due to its memory limitations (some friends of mime did a DS game for an uni project), but it isn't at any level worse then on the pc. I know the efficiency needed for resource-limited systems.

I admit that PWLib be hard for some users is my fault. It is long ago since I stopped saying about that line about CR (so stop misleading people trying to make they think I still say that). and I see that there is a considerable number of people using PWLib.

I sorted that ego a long time ago, PWLib is just another project I have in mind.

And don't forget: don't compare PWLib with what you have on 1.1. 1.2 crushes all that 1.1 is.

Also don't go thinking a visual novel engine is so simple. It looks simple in the base, but depending on what you add, it can get a lot more complicated. But a very simple visual novel engine is indeed easy.


Quote:
AIGE was developed based on the PC, and due to the vast memory available compared to a portable, you tend to care less about efficiency (since there's lots of memory to use).


Exactly my point.

Quote:
Tue Oct 13, 2009 9:21 pm
I think I refuse due to the stupidity on CR.


This was your answer to whether or not you were willing to include your casemaker in papermario's casemaker thread. This was less than two months ago; hardly a "long time ago".

Quote:
Working on the DS is a pain due to its memory limitations (some friends of mime did a DS game for an uni project), but it isn't at any level worse then on the pc. I know the efficiency needed for resource-limited systems.


Programming on the DS is a pain, I'll agree with that; especially making a graphic-based game requiring many more pixels (and therefore more bytes) than a sprite-based game (images are smaller, easier to work with, runs a bit faster).

However, saying "it isn't at any level worse then on the pc", you're absolutely wrong.

You cannot expect something you program for the PC to instantly just be ported to the DS and have it work. This isn't XNA framework and a 399 MHz engine Zune with 64 megabytes of RAM.

You're dealing with a 99 MHz engine with a measly 4 megabytes of RAM. This being said, there are hardware limits including:

Up to 4 layers of images.
On top of the 4 layers of images, you can only load a certain amount of 8 x 8 tiles per background layer. (You cannot load 4 256x192 images, one on each layer, without first exceeding the tile limit)
You cannot expect reading/writing from FAT to be exceptionally fast; in fact much slower than what you would assume on a PC.

Consider the fact that your engine takes a minute to load on a PC; think about how long it would take running off an arm9 core.

Quote:
And don't forget: don't compare PWLib with what you have on 1.1. 1.2 crushes all that 1.1 is.


And don't forget: this is by no means a personal attack to you or your casemaker. PLEASE, and I'll repeat this again, point out where I even close to stated anything against you or your casemaker without an existing quote/point backing my statement up.

I don't see why you act as if I'm, and I quote, "evil". I'm just here to distribute my casemaker. You come on my thread and spew your ego nonsense all over it; don't expect me not to defend myself.

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Re: LuAA - Nintendo DS CasemakerTopic%20Title
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AIGE/PWLib Casemaker Developer

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Yes, i said that. The stupidity that CR has on causing trouble comparing casemakers. I'm part of it (most of), and it is something I dislike a lot. People are not stupid for not using PWLib if they don't understand how to work with it. I dropped my hostility to users because the big stupidity is in reality mime (as I said a couple of times).
I wasn't clear on that comment because I was really mad at the same stupid comparisons causing wars and battles that the idea could cause.

it isn't at any level worse then on the pc -> meant quality, not difficulty. The lower the available resources, the harder it is for it to work.

AIGE is free of any API like XNA (it is pure DirectX code), so if I ever want to possible port it to the DS, it will be redone. PC and DS are totally different. On AIGE, I rushed a lot of things so i could see them working on 700a. On 800a I took my time and redid some of the bad stuff. There are tons of things pointable on 700a with the label "bad", I know. I never meant AIGE to be used for PWLib.

AIGE as is won't run on the DS, not evne load. I'm aware, but that wasn't my objective. I never intended to make AIGE for the DS. AIGE existed way before I knew PW (and the DS), so I couldn't simply devleop something for a low-resource system like the DS if I never targeted it.

I'm aware of the limitations the DS imposes. But still games on it are cool.

Don't talk like I don't know things. I'm a C programmer thats aware of the classic portability.
PWLib 1.2 Under Development

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

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Posts: 607

KSA_Tech wrote:
Yes, i said that. The stupidity that CR has on causing trouble comparing casemakers. I'm part of it (most of), and it is something I dislike a lot. People are not stupid for not using PWLib if they don't understand how to work with it. I dropped my hostility to users because the big stupidity is in reality mime (as I said a couple of times).
I wasn't clear on that comment because I was really mad at the same stupid comparisons causing wars and battles that the idea could cause.

it isn't at any level worse then on the pc -> meant quality, not difficulty. The lower the available resources, the harder it is for it to work.

AIGE is free of any API like XNA (it is pure DirectX code), so if I ever want to possible port it to the DS, it will be redone. PC and DS are totally different. On AIGE, I rushed a lot of things so i could see them working on 700a. On 800a I took my time and redid some of the bad stuff. There are tons of things pointable on 700a with the label "bad", I know. I never meant AIGE to be used for PWLib.

AIGE as is won't run on the DS, not evne load. I'm aware, but that wasn't my objective. I never intended to make AIGE for the DS. AIGE existed way before I knew PW (and the DS), so I couldn't simply devleop something for a low-resource system like the DS if I never targeted it.

I'm aware of the limitations the DS imposes. But still games on it are cool.

Don't talk like I don't know things. I'm a C programmer thats aware of the classic portability.


Quote:
I dropped my hostility to users because the big stupidity is in reality mime (as I said a couple of times).


Good, I'm glad you have. You see, projects like these are community-based, hostility at all towards the community should never happen. Don't blame yourself considering you're programming freeware for a community to use.

Quote:
it isn't at any level worse then on the pc -> meant quality, not difficulty. The lower the available resources, the harder it is for it to work.


You can't expect me to catch your statement having anything to do with quality considering the words preceding your statement were :

Quote:
Working on the DS is a pain due to its memory limitations (some friends of mime did a DS game for an uni project), but it isn't at any level worse then on the pc. I know the efficiency needed for resource-limited systems.


"is a pain" obviously points out how you were talking about difficulty, nothing to do with quality.



I wouldn't talk like you didn't know things if you didn't say statements that you made you seem like you didn't know things.

Quote:
On AIGE, I rushed a lot of things so i could see them working on 700a. On 800a I took my time and redid some of the bad stuff. There are tons of things pointable on 700a with the label "bad", I know. I never meant AIGE to be used for PWLib.


Is the fact that your code is hacked up a reason why you're choosing not to go open-source?

I'm not trying to suggest you to make it open-source, I'm just questioning why you wouldn't choose to go open-source, considering you are producing free-ware and an open-source copy for others to alter and work with is always nice.

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Re: LuAA - Nintendo DS CasemakerTopic%20Title
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AIGE/PWLib Casemaker Developer

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It be closed has nothing to do with how it is at the moment. AIGE is closed-source because it has a chance that in the future it turn into a commercial engine (or be used on commercial games). PWLib is opensource.
PWLib 1.2 Under Development

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

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KSA_Tech wrote:
It be closed has nothing to do with how it is at the moment. AIGE is closed-source because it has a chance that in the future it turn into a commercial engine (or be used on commercial games). PWLib is opensource.


Ah I see.

But I hope you realize there are many similar, open-source and free visual novel engines (Ren'Py is a big example, currently being used to program "Katawa Shoujo", a very famous dating sim in the making; also a very easy to use XML alternative, NScript/Kiri-Kiri, used to make Tsukihime/other famous visual novels) that would be in competition to AIGE.

It's nice to know PWLib is opensource though. However, this means that any games people produce using AIGE will be proof that people have made games using it; therefore benefiting you financially in the future? :\

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Re: LuAA - Nintendo DS CasemakerTopic%20Title
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AIGE/PWLib Casemaker Developer

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I know. AIGE is more for myself and my own projects.

It be one of the top? Who knows. I never thought about making it to compete directly.

PWLib was more then a proof of concept to test AIGE on its earlier states, and look what PWLib became.

AIGE has moved already out of the limitation of be only a Visual Novel Engine.
PWLib 1.2 Under Development

PWLib Casemaker (Version 1.1) at http://forums.court-records.net/viewtopic.php?f=36&t=8788
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