I need to fix my virtual machine and play this. Like...right now.
Luigi is almost as sexy as me!
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.
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.
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
Red, you really should've made a separate script to do that:
You would've saved yourself a lot of lines.
Mega Tact v1.1
Super Penguin Chef
Wizard Blocks
Code:
script, noisy textbox, text, sfx, begin
play sound(sfx)
show text box(text)
wait for text box
stop sound(sfx)
end
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
Surlaw wrote:
This would be a great engine update HINT HINT
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.
Surlaw wrote:
This would be a great engine update HINT HINT
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.
James Paige wrote:
Done. It is in the current nightly. Sorry for not doing this *before* you went to all that trouble, RMZ.
Surlaw wrote:
This would be a great engine update HINT HINT
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
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.
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 ♪♪♪
Easiest way for now is just to remove the Order command from the main menu.
Super Walrus Land: Mouth Words Edition
Super Walrus Land: Mouth Words Edition
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 ;)
...actually that isn't much less confusing, but it would at least be a lot easier to implement ;)



