Post new topic    
Page «  1, 2, 3 ... , 9, 10, 11  »
Slime Knight
Send private message
 
 PostTue Oct 20, 2009 5:59 am
Send private message Reply with quote
I need to fix my virtual machine and play this. Like...right now.
Luigi is almost as sexy as me!
 
 PostTue Oct 20, 2009 6:40 am
Send private message Reply with quote
Nice to see it came to an end! ^_^ It's inspiring to see that voice dubbing was used, perhaps I will do that for my next production. The extra minigame was fun too. Grin
Liquid Metal Slime
Send private message
 
 PostTue Oct 20, 2009 11:32 am
Send private message Reply with quote
It takes a LONG time to do voice dubbing. You have to basically make each text box it's own few lines of code, since you can't play/stop sound effects through text boxes.

I think the lines I used were

play sound (X)
show text box (X)
wait for text box
stop sound (X)

and I had to do that for like a few hundred text boxes. Hince why it took a while to finish this thing. But thanks for the nice feedback.
A Scrambled Egg
Send private message
 
 PostTue Oct 20, 2009 12:12 pm
Send private message Reply with quote
RedMaverickZero wrote:
You have to basically make each text box it's own few lines of code, since you can't play/stop sound effects through text boxes.

This would be a great engine update HINT HINT
Super Walrus Land: Mouth Words Edition
Slime Knight
Send private message
 
 PostTue Oct 20, 2009 3:00 pm
Send private message Reply with quote
Surlaw wrote:

This would be a great engine update HINT HINT


even if not for voice overs it would be great for different text-typing in noises. so bad people could have a lower, growly 'bpbpbpbp' as the words came in.
Super Slime
Send private message
 
 PostTue Oct 20, 2009 4:05 pm
Send private message Reply with quote
Red, you really should've made a separate script to do that:

Code:
script, noisy textbox, text, sfx, begin
 play sound(sfx)
 show text box(text)
 wait for text box
 stop sound(sfx)
end


You would've saved yourself a lot of lines.
Mega Tact v1.1
Super Penguin Chef
Wizard Blocks
Metal Slime
Send private message
 
 PostTue Oct 20, 2009 5:55 pm
Send private message Reply with quote
Surlaw wrote:
RedMaverickZero wrote:
You have to basically make each text box it's own few lines of code, since you can't play/stop sound effects through text boxes.

This would be a great engine update HINT HINT


Misteroo once remarked to me that if the engine did support individual text boxes having their own sound effects for dubbing, that he'd go back and easily add sound effects to Arfenhouse 3...
To friends long gone, and those I've yet to meet - thank you.
Liquid Metal Slime
Send private message
 
 PostTue Oct 20, 2009 9:38 pm
Send private message Reply with quote
That is both scary and exciting. An update to Arfenhouse?!
Liquid Metal King Slime
Send private message
 
 PostTue Oct 20, 2009 9:48 pm
Send private message Reply with quote
Surlaw wrote:
RedMaverickZero wrote:
You have to basically make each text box it's own few lines of code, since you can't play/stop sound effects through text boxes.

This would be a great engine update HINT HINT


Done. It is in the current nightly. Sorry for not doing this *before* you went to all that trouble, RMZ.
A Scrambled Egg
Send private message
 
 PostTue Oct 20, 2009 10:24 pm
Send private message Reply with quote
James Paige wrote:
Surlaw wrote:
RedMaverickZero wrote:
You have to basically make each text box it's own few lines of code, since you can't play/stop sound effects through text boxes.

This would be a great engine update HINT HINT


Done. It is in the current nightly. Sorry for not doing this *before* you went to all that trouble, RMZ.

Haha, holy crap. You rule.
Super Walrus Land: Mouth Words Edition
Liquid Metal Slime
Send private message
 
 PostWed Oct 21, 2009 1:16 am
Send private message Reply with quote
While we've got your attention....

What about locking heroes in the party? That is something I'm eagerly looking forward to that would be crucial to my next game's design.
Liquid Metal Slime
Send private message
 
 PostWed Oct 21, 2009 2:25 am
Send private message Reply with quote
RedMaverickZero wrote:
While we've got your attention....

What about locking heroes in the party? That is something I'm eagerly looking forward to that would be crucial to my next game's design.


If this is what you're looking for, it's been around since forever.

♪♪♪ Du du duuuu ♪♪♪
Liquid Metal Slime
Send private message
 
 PostWed Oct 21, 2009 4:23 am
Send private message Reply with quote
I meant locking them so they can't be moved around in the formation by the player. We had expressed this for a while.

Like in most RPGs, where you can adjust the rest of the party, but the main character is always the 1st one in the party.
A Scrambled Egg
Send private message
 
 PostWed Oct 21, 2009 12:14 pm
Send private message Reply with quote
Easiest way for now is just to remove the Order command from the main menu.
Super Walrus Land: Mouth Words Edition
Liquid Metal King Slime
Send private message
 
 PostWed Oct 21, 2009 2:09 pm
Send private message Reply with quote
I am very reluctant to have two different kinds of locking. I think party-group-locking and party-slot-locking make for a confusing pair... But what if I made a global bitset like "locked heroes can't be re-ordered"?

...actually that isn't much less confusing, but it would at least be a lot easier to implement ;)
Display posts from previous:
Page «  1, 2, 3 ... , 9, 10, 11  »