LiquidMetal wrote:
By the way; I finalized Fi motion, just haven't submitted it because the computer it is crashes often. I will be able to get it soon. When I get that, I will merge gerbils animation into it, together with a bug fix (trees there don't show during the animation). And if I have time, I'll put the chat part of it into the info system, and fix the timing. Do we want a picture of Fi's and Leo's faces for use while they are "talking" in the info system? Or just %whoeverstalking%: %whateverwhoeveristalkingsays%?
I think we should get the pictures of faces, but I don't plan on drawing them, And I have not heard from MKR in a while.
-LiquidMetal
Ah! I'm working on the exact same thing! I'll post an early draft ASAP.
I asked MKR for a few things yesterday, and one of those was the icon of Leo for the chat pictures. (I was thinking we could just use the current Fi sprite as her icon.) I'm still waiting for a response however.
I think gerbils800 hid the trees on purpose because they are supposed to be in a clearing.
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MKR has not been responding recently. Whoever was offering pixel art earlier might be good for this job.
Maybe we should have them walk up into where they start using the scrolly then. I can try doing that later.
Please post that draft, I'm getting anxious, wondering if you will mess up the font, positioning, and templates like you did last time . Don't delete the seemingly extra costumes!
-LiquidMetal
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LiquidMetal wrote:
MKR has not been responding recently. Whoever was offering pixel art earlier might be good for this job.
Maybe we should have them walk up into where they start using the scrolly then. I can try doing that later.
Please post that draft, I'm getting anxious, wondering if you will mess up the font, positioning, and templates like you did last time . Don't delete the seemingly extra costumes!
-LiquidMetal
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Lots of constructive (I hope) criticism, sorry:
silvershine's project notes wrote:
•Changed animation from speech bubbles to InfoEngine
Good, But you sort of missed the point of the templates.
silvershine's project notes wrote:
•Replaced "InfoQueue" list with an "InfoQueue" variable
Not good . That is a core part of the framework. We can add more then one item to the Queue and it will do all of them. One question regarding this: Do we want it to slide down and then back up with the next item in the queue, or just change, or some other form of animation?
silvershine's project notes wrote:
•The "StoryPart" variable will be used to keep animation sprites in sync. In the context of the opening animation, Leo will say something, and after the player presses space to continue, "StoryPart" changes by 1, and Fi says something.
Thats not what I intended it for, And you dont need it, provided you use the InfoQueue LIST Lol.
silvershine's project notes wrote:
•Added a few different movements to Fi and Leo
Which specifically? I need to know because I have the Fi Motion scripts updated here.
-LiquidMetal
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silvershine wrote:
LiquidMetal wrote:
By the way; I finalized Fi motion, just haven't submitted it because the computer it is crashes often. I will be able to get it soon. When I get that, I will merge gerbils animation into it, together with a bug fix (trees there don't show during the animation). And if I have time, I'll put the chat part of it into the info system, and fix the timing. Do we want a picture of Fi's and Leo's faces for use while they are "talking" in the info system? Or just %whoeverstalking%: %whateverwhoeveristalkingsays%?
I think we should get the pictures of faces, but I don't plan on drawing them, And I have not heard from MKR in a while.
-LiquidMetalAh! I'm working on the exact same thing! I'll post an early draft ASAP.
I asked MKR for a few things yesterday, and one of those was the icon of Leo for the chat pictures. (I was thinking we could just use the current Fi sprite as her icon.) I'm still waiting for a response however.
I think gerbils800 hid the trees on purpose because they are supposed to be in a clearing.
I wasn't sure...it was hidden in the animation in the first place.
Last edited by gerbils800 (2011-07-10 14:22:11)
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The leo sprite? I might be able to do that. I will try to make the overhead view.
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owetre18 wrote:
The leo sprite? I might be able to do that. I will try to make the overhead view.
Cool, thanks! I'll add you to the list of people working on graphics!
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silvershine's project notes wrote:
•Changed animation from speech bubbles to InfoEngine
LiquidMetal wrote:
Good, But you sort of missed the point of the templates.
How?
silvershine's project notes wrote:
•Replaced "InfoQueue" list with an "InfoQueue" variable
LiquidMetal wrote:
Not good . That is a core part of the framework. We can add more then one item to the Queue and it will do all of them. One question regarding this: Do we want it to slide down and then back up with the next item in the queue, or just change, or some other form of animation?
I know, but the way I did it seems a bit easier...
silvershine's project notes wrote:
•The "StoryPart" variable will be used to keep animation sprites in sync. In the context of the opening animation, Leo will say something, and after the player presses space to continue, "StoryPart" changes by 1, and Fi says something.
LiquidMetal wrote:
Thats not what I intended it for, And you dont need it, provided you use the InfoQueue LIST Lol.
This would also over complicate things. I would much rather have more scripts than a few impossible to understand ones.
silvershine's project notes wrote:
•Added a few different movements to Fi and Leo
LiquidMetal wrote:
Which specifically? I need to know because I have the Fi Motion scripts updated here.
This was just in the animation, sorry for not clarifying!
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Bye guys!
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silvershine wrote:
silvershine's project notes wrote:
•Changed animation from speech bubbles to InfoEngine
LiquidMetal wrote:
Good, But you sort of missed the point of the templates.
How?
The templates are supposed to make it easier to do, not harder. You left the pink border around the text. You also put F and L in instead of waiting for chatheads. Now we will need to go into each one and replace the F or L accordingly, instead of just copying the one with the appropriate head before putting in the text. I don't know if you did here, but in the old version you deleted the templates when you were done. If it is easier, you can let me deal with that part of the project.
silvershine wrote:
silvershine's project notes wrote:
•Replaced "InfoQueue" list with an "InfoQueue" variable
LiquidMetal wrote:
Not good . That is a core part of the framework. We can add more then one item to the Queue and it will do all of them. One question regarding this: Do we want it to slide down and then back up with the next item in the queue, or just change, or some other form of animation?
I know, but the way I did it seems a bit easier...
Not at all! Using the list, you simply add the name of each costume in order to the list, and then broadcast info and wait. The script in the InfoEngine sprite will do all of them, and then the previous script will continue.
silvershine wrote:
silvershine's project notes wrote:
•The "StoryPart" variable will be used to keep animation sprites in sync. In the context of the opening animation, Leo will say something, and after the player presses space to continue, "StoryPart" changes by 1, and Fi says something.
LiquidMetal wrote:
Thats not what I intended it for, And you dont need it, provided you use the InfoQueue LIST Lol.
This would also over complicate things. I would much rather have more scripts than a few impossible to understand ones.
That is not the issue over here. Using my way, with the list, has timing done automatically. Even using the variable,you simply broadcast info and wait, and there is no issue of timing.
silvershine wrote:
silvershine's project notes wrote:
•Added a few different movements to Fi and Leo
LiquidMetal wrote:
Which specifically? I need to know because I have the Fi Motion scripts updated here.
This was just in the animation, sorry for not clarifying!
Ok, I'll use the animation part from your project, then.
After gerbils name, can you put "(away)?"
-Liquid
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Clank23, you can script a potentially infinitely large scrolling map with only four sprites. You can do this by having the sprites switch as soon as out of view to something that is about to be in view. I recommend that you make a base project for this so it can be adapted to any scrolling game.
silvershine, I hope it isn't a problem that I am giving him something to do, but we need it done, and I'm not sure you would have thought of doing it that way. Otherwise, either the map will be very small, and thus the game to easy, or it will be very slow, because of the number of sprites.
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I'm working on a long-term to-do list.
Is teller basically a seer?
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It didn't wind up being very long term. Can you put this up front?
To-do list:
(If you are working on something, tell me so I can put your name by it. More than one person can be working on one item in this list.)
Graphics:
• Graphics to spice up the butterfly tree for when Leo arrives there. (Maybe little butterflies flying around it?)
• New graphics for Leo. We need an overhead view of Leo both standing and lying down. We also need a view of his face. owetre18
• Implement chathead graphics into opening animation.
• Make or obtain a "chathead" for use when displying random information.
Programming:
• Script the tutorial for right after the initial cutscene, to teach about basic gameplay, and lead Leo to the butterfly tree!
• Program a potentially infinite four way scrolling engine. Clank23
• Implement that scrolling engine. Clank23
Script:
• Plan the cutscene that occurs when Leo and Fi arrive at the butterfly tree.
Animation:
• Finalize opening animation LiquidMetal (waiting on graphics)
• Animate the cutscene that occurs when Leo arrives at the butterfly tree.
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@LiquidMetal:
Haha, I had no idea we were supposed to remove the pink in the text box, sorry about that! (I was actually trying to think of a better color )
As for the chat-heads, I made a conscious decision to go forwards without them. To add that in very quickly, save each icon as a costume already in the right size, then stamp it in. I can do that if you don't want to. Sorry about deleting the old templates!
Oh, now I understand what the list was for. Is it worth it to go back and change that part of the system? I think we might as well leave it as it is.
Haha, I'm not mad that you suggested what he could do!
I do have a question though: If we have infinite scrolling with only 4 sprites, how will we make sure that there aren't multiple butterfly tree's? Also, this may make the game too hard. We should definitely have a pre-determined forest size.
I'll add your new items to the to-do list soon! (I have to go eat dinner now.)
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silvershine wrote:
@LiquidMetal:
Haha, I had no idea we were supposed to remove the pink in the text box, sorry about that! (I was actually trying to think of a better color )
Pink is the standard color of invisibleness, where it isn't actually invisible. I think I said how to do that on my project, but imported it without the project here, so you didn't know. @ thinking of the better color Lol.
silvershine wrote:
As for the chat-heads, I made a conscious decision to go forwards without them. To add that in very quickly, save each icon as a costume already in the right size, then stamp it in. I can do that if you don't want to. Sorry about deleting the old templates!
Shouldn't be that hard, I guess. Np, I still had them.
silvershine wrote:
Oh, now I understand what the list was for. Is it worth it to go back and change that part of the system? I think we might as well leave it as it is.
It is the old way, as soon as I compile the projects we have branched into. I'll do that now if I can.
silvershine wrote:
Haha, I'm not mad that you suggested what he could do!
I do have a question though: If we have infinite scrolling with only 4 sprites, how will we make sure that there aren't multiple butterfly tree's? Also, this may make the game too hard. We should definitely have a pre-determined forest size.
Another misunderstanding. I see we are good at describing things in detail in a way that the other one of us does not understand! I said "potentially infinite," meaning we can make it as big as we want by changing costume names in lists or some other method. This will not result in tiling, it will just mean that the entire map as we program it will use only four sprites. This will not make a difference to the map. The map will be big enough to get lost in, but not so big as it takes an hour holding down a key to get from one side to another. We don't want it to be a game of five minutes, we want it to take 20 minutes to an hour.
silvershine wrote:
I'll add your new items to the to-do list soon! (I have to go eat dinner now.)
Just press quote by that post, and copy and paste the whole thing over yours .
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LiquidMetal wrote:
Another misunderstanding. I see we are good at describing things in detail in a way that the other one of us does not understand! I said "potentially infinite," meaning we can make it as big as we want by changing costume names in lists or some other method. This will not result in tiling, it will just mean that the entire map as we program it will use only four sprites. This will not make a difference to the map. The map will be big enough to get lost in, but not so big as it takes an hour holding down a key to get from one side to another. We don't want it to be a game of five minutes, we want it to take 20 minutes to an hour.
Great, that sounds perfect!
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LiquidMetal wrote:
Clank23, you can script a potentially infinitely large scrolling map with only four sprites. You can do this by having the sprites switch as soon as out of view to something that is about to be in view. I recommend that you make a base project for this so it can be adapted to any scrolling game.
silvershine, I hope it isn't a problem that I am giving him something to do, but we need it done, and I'm not sure you would have thought of doing it that way. Otherwise, either the map will be very small, and thus the game to easy, or it will be very slow, because of the number of sprites.
Sorry but, I actually don't know how to...
NO MAYBE I CAN!
If I was to have about 10 scripts for each tile I could make a 20*20 map so bassicly,
I can make any number *2for hight and length.
Is it alight if I shared this way instead here so it is easy to edit if we need more map places?
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I don't really understand what you mean. Try submitting that and I might understand better. I might make a scrolling engine to do the grass that way, with four seperate sprites, after i finish combining 2 of the Butterfly tree projects.
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LiquidMetal wrote:
I don't really understand what you mean. Try submitting that and I might understand better. I might make a scrolling engine to do the grass that way, with four seperate sprites, after i finish combining 2 of the Butterfly tree projects.
Oh, I forgot to answer your question: The Teller is basically a seer (but, you know, a butterfly. )
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silvershine wrote:
Oh, I forgot to answer your question: The Teller is basically a seer (but, you know, a butterfly. )
Oh, that makes sense. I'm messing with the script a little, although I know you said to make final edits a looong time ago (Just the first part, in the initial animation).
The link for the newest version of this project: Butterfly Tree [Cutscene Framework]
Some items for the to do list (graphics):
Make a sprite for bushes.
Some walls (overhead view obviously).
Tree with the berries (berries drawn on to one of the current tree sprites).
Sprites for bodies of water.
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Clank23 wrote:
LiquidMetal wrote:
Clank23, you can script a potentially infinitely large scrolling map with only four sprites. You can do this by having the sprites switch as soon as out of view to something that is about to be in view. I recommend that you make a base project for this so it can be adapted to any scrolling game.
silvershine, I hope it isn't a problem that I am giving him something to do, but we need it done, and I'm not sure you would have thought of doing it that way. Otherwise, either the map will be very small, and thus the game to easy, or it will be very slow, because of the number of sprites.Sorry but, I actually don't know how to...
NO MAYBE I CAN!
If I was to have about 10 scripts for each tile I could make a 20*20 map so bassicly,
I can make any number *2for hight and length.
Is it alight if I shared this way instead here so it is easy to edit if we need more map places?
Never mind it won't work.
I have no clue then.
Last edited by Clank23 (2011-07-13 02:56:20)
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Thats OK, I'll make a base project later today, and you can make the system for figuring out which costume to use. Or, you can tell me how and I might do it.
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@Clank23; You can use this Infinite Scrolling Base Project for your task. We need to be able to know which costumes to switch to based on the values in the scrollxy list.
@Silvershine; MKR's grass#3 sprite doesn't tile very nicely in my Infinite Scrolling Background project, If I remember correctly. We need the background to tile nicely if we are to use this system for scrolling it.
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LiquidMetal wrote:
I messed with the script a little, although I know you said to make final edits a looong time ago (Just the first part, in the initial animation).
The link for the newest version of this project: Butterfly Tree [Cutscene Framework]
Some items for the to do list (graphics):
Make a sprite for bushes.
Some walls (overhead view obviously).
Tree with the berries (berries drawn on to one of the current tree sprites).
Sprites for bodies of water.
+1
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