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Re: PyWright. Beta10.90 perceive! OSX version POSTED! B11 still!Topic%20Title
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Shoulda been Brawldude, but was taken

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Tutorial doesn't sound like a bad idea. It's probably much easier than trying to read a 54 KB document all the while attempting to figure out what command you are supposed to do first.

Also spiffing up the editor to make it more user-friendly would be badnice, like adding buttons at the top to input commands for you.

At some point today I'll photoshop an example.

EDIT: Finally finished the example.

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Re: PyWright. Beta10.90 perceive! OSX version POSTED! B11 still!Topic%20Title

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saluk wrote:
Variables don't save automatically, but you can save and load from files, which is how the example works. You could make cheating pretty hard if you save many variables into the file, and the user doesn't know which one needs to be set to what to unlock, sort of like a password. But cheating cannot be made impossible.

Okay, but is it really that hard to make a way to do this automatically without adding complicated code in every game?
Re: PyWright. Beta10.90 perceive! OSX version POSTED! B11 still!Topic%20Title
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I like your ideas Brawldud, something akin to that was in the plans before the editor was discontinued. Rather than menus though, I was going to have a pane system, where you can drag and drop things around. I will likely come back to it at some point.

MrCheeze - yes, a macro could be made that makes it a little less complicated.
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Re: PyWright. Beta10.90 perceive! OSX version POSTED! B11 still!Topic%20Title
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Fate Testarossa

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OK, I'm not sure where to post this, but the music for TS demo 2 when using the OSX version doesn't work....
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Re: PyWright. Beta10.90 perceive! OSX version POSTED! B11 still!Topic%20Title
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Hmm, yes, I have not been able to test on a system with a working sound card :P

Is it only the music, and only that game? Does music work in other cases? Do sound effects work?

Most of the music in ts demo2 is mp3, which s only partially supported, so that's probably the reason.

From the doc:
Quote:
Music files are stored in the music directory, and can be in any hierarchy. They should
be in .ogg format. mp3 files can work, but compatability and portability to all platforms
are not guaranteed with mp3 files.

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Re: PyWright. Beta10.90 perceive! OSX version POSTED! B11 still!Topic%20Title
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I kinda liek this one. It's simpler than PWLib. But still needs improving on lots of things.
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Re: PyWright. Beta10.90 perceive! OSX version POSTED! B11 still!Topic%20Title
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Thanks jaydrick. It does need a lot of improvement. Do you have any specific complaints?
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Re: PyWright. Beta10.90 perceive! OSX version POSTED! B11 still!Topic%20Title
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I wanna update the everything but do i have to download one by one?
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Re: PyWright. Beta10.90 perceive! OSX version POSTED! B11 still!Topic%20Title

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so i'm trying pywright right now, and i must say i'm impressed. it's fairly easy to get the hang of it and it didn't take too long to make a good amount of progress.

right now, i'm testing a courtroom scene with the following script. the defense is young mia and the prosecution is young edgeworth.

Code:
fg ani-judge-gavel.png
pause 30 script
label court
set _prosecutor Edgeworth
set _defense Mia
set _witness nothing
set _judge Judge
set _helper nothing
startcourt

judge
"Court is now in session."
defense
"The defense is ready, Your Honor."
scrollprosecutor
"The prosecution is ready, Your Honor."

judge
sfx ding.ogg
"This is certainly a surprise!"

prosecutor
char Edgeworth e=deskslam
sfx deskslam.ogg
"{p60}{next}"
char Edgeworth e=handondesk
"Too bad..."
char Edgeworth e=strained
"...........
char Edgeworth e=damage
"Noooooooooo!"


and I have a couple of questions.

1. does the court always open on the defense bench? everytime I start, it always starts there.
2. how exactly do you change the emotion of the people in court? i tried the emo command but it's not working.
3. when i change emotion with "char", when I exit pywright, it gives an error, but when I open the exe file, it doesnt specify what it is.
Re: PyWright. Beta10.90 perceive! OSX version POSTED! B11 still!Topic%20Title
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Quote:
1. does the court always open on the defense bench? everytime I start, it always starts there.


Code:
set dx 0



set court_x $dx


If you want it to start somewhere other then the defense bench, you'd do this.

For judge: Replace set court_x $dx with set court_x $jx
For prosecutor:Replace set court_x $dx with set court_x $px
For witness: Replace set court_x $dx with set court_x $wx
For legal aide/helper: Replace set court_x $dx with set court_x $hx (credit to me for helper)
The area where you can change these variables are in [core/macros/court.mcro]. Open it with Notepad or Wordpad and edit the variables.
Or you can C&P the macro into the folder your game is in [games/whatever game you're making/] or [games/whatever game you're making/whatever case you want to use the macro with/]

Quote:
3. when i change emotion with "char", when I exit pywright, it gives an error, but when I open the exe file, it doesnt specify what it is.


EXE file? Are you talking about the application or the LOG file for it? Is the emotion you're trying to put up a valid portrait? Tell us what "char" command you're trying to run.

Quote:
2. how exactly do you change the emotion of the people in court? i tried the emo command but it's not working.


If you are trying to change the emotion for chracters in court, you would use something like

Code:
// This resets the emotion of the character at the defense bench to normal
emo normal name=dc
// This resets the emotion of the character at the witness bench to normal
emo normal name=wc
// This resets the emotion of the character at the prosecution bench to normal
emo normal name=pc
// This resets the emotion of the character at the helper's bench to normal
emo normal name=hc
// This resets the emotion of the character at the judge's bench to normal
emo normal name=jc


I believe I have answered your questions.
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Last edited by Brawldud on Sun Aug 16, 2009 6:16 pm, edited 1 time in total.
Re: PyWright. Beta10.90 perceive! OSX version POSTED! B11 still!Topic%20Title

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Quote:
If you want it to start somewhere other then the defense bench, you'd do this.

For judge: Replace set court_x $dx with set court_x $jx
For prosecutor:Replace set court_x $dx with set court_x $px
For witness: Replace set court_x $dx with set court_x $wx
For legal aide/helper: Replace set court_x $dx with set court_x $hx (credit to me for helper)
The area where you can change these variables are in [core/macros/court.mcro]. Open it with Notepad or Wordpad and edit the variables.
Or you can C&P the macro into the folder your game is in [games/whatever game you're making/] or [games/whatever game you're making/whatever case you want to use the macro with/]

ok that fixes some problems.

Quote:
EXE file? Are you talking about the application or the LOG file for it? Is the emotion you're trying to put up a valid portrait? Tell us what "char" command you're trying to run.

sorry its the text file labeled pywright.exe
the command is on my original post.
Code:
prosecutor
char Edgeworth e=deskslam
sfx deskslam.ogg
"{p60}{next}"
char Edgeworth e=handondesk
"Too bad..."
char Edgeworth e=strained
"...........
char Edgeworth e=damage
"Noooooooooo!"

i want to change emotion some other way without giving it the error.
Re: PyWright. Beta10.90 perceive! OSX version POSTED! B11 still!Topic%20Title
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Ahh you posted while I was editing!

I wrote:
Quote:
2. how exactly do you change the emotion of the people in court? i tried the emo command but it's not working.

If you are trying to change the emotion for chracters in court, you would use something like
Code:
// This resets the emotion of the character at the defense bench to normal
emo normal name=dc
// This resets the emotion of the character at the witness bench to normal
emo normal name=wc
// This resets the emotion of the character at the prosecution bench to normal
emo normal name=pc
// This resets the emotion of the character at the helper's bench to normal
emo normal name=hc
// This resets the emotion of the character at the judge's bench to normal
emo normal name=jc


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Re: PyWright. Beta10.90 perceive! OSX version POSTED! B11 still!Topic%20Title

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alright i did some more testing and the character emotions, but it still gives me some sort of error. also something else doesnt work.

i opened up the court and changed set court_x $dx to set court_x $jx but it still goes to the defense bench. then, it stays on the defense bench, regardless on who is supposed to talk.

anyways, i put it like this in the court macro file:
Code:
macro startcourt

set dx 0
set wx 520
set px 1040
set jx 1296
set hx 1551

isempty court_dbench?
set court_dbench dbench
isempty court_wbench?
set court_wbench wbench
isempty court_pbench?
set court_pbench pbench
isempty court_background?
set court_background courtroomfull
isempty court_helper?
set court_helper helper

isempty helper_nt?
set helper_nt $_helper
isempty defense_nt?
set defense_nt $_defense
isempty witness_nt?
set witness_nt $_witness
isempty prosecutor_nt?
set prosecutor_nt $_prosecutor
isempty judge_nt?
set judge_nt $_judge

bg $court_background
char $_defense x=$dx name=dc nametag=$defense_nt
fg $court_dbench x=$dx
char $_witness x=$wx stack name=wc nametag=$witness_nt
fg $court_wbench x=$wx
char $_prosecutor x=$px stack name=pc nametag=$prosecutor_nt
fg $court_pbench x=$px
bg judgestand x=$jx stack
char $_judge x=$jx stack name=jc nametag=$judge_nt
bg $court_helper x=$hx stack
char $_helper x=$hx stack name=hc nametag=$helper_nt

set court_x $jx
endmacro


also when i change whoever is speaking, there's this annoying pause before they change emotion. anyway I can get through that?
Re: PyWright. Beta10.90 perceive! OSX version POSTED! B11 still!Topic%20Title
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Is the code you just posted the entire .MCRO file? Mine is much longer and yours should be like that...
Here's what it should be.

Code:
#Load all of the characters and backgrounds for courtroom
macro startcourt

set dx 0
set wx 520
set px 1040
set jx 1296
set hx 1551

isempty court_dbench?
set court_dbench dbench
isempty court_wbench?
set court_wbench wbench
isempty court_pbench?
set court_pbench pbench
isempty court_background?
set court_background courtroomfull
isempty court_helper?
set court_helper helper

isempty helper_nt?
set helper_nt $_helper
isempty defense_nt?
set defense_nt $_defense
isempty witness_nt?
set witness_nt $_witness
isempty prosecutor_nt?
set prosecutor_nt $_prosecutor
isempty judge_nt?
set judge_nt $_judge

bg $court_background
char $_defense x=$dx name=dc nametag=$defense_nt
fg $court_dbench x=$dx
char $_witness x=$wx stack name=wc nametag=$witness_nt
fg $court_wbench x=$wx
char $_prosecutor x=$px stack name=pc nametag=$prosecutor_nt
fg $court_pbench x=$px
bg judgestand x=$jx stack
char $_judge x=$jx stack name=jc nametag=$judge_nt
bg $court_helper x=$hx stack
char $_helper x=$hx stack name=hc nametag=$helper_nt

set court_x $jx
endmacro

macro scroll_to
set __from__ $court_x
set court_scr 0
addvar court_scr $court_x
subvar court_scr $1
set court_scr_spd $court_scr

isnot _sc scroll $0_cont
set court_scr_spd 20

label $0_cont
absvar court_scr_spd
scroll x=$court_scr speed=$court_scr_spd
set court_x $1

isnot _debug_court on $0_end
delete name=scrolltext
textblock 0 100 200 200 name=scrolltext scroll to $court_x from $__from__ via $court_scr at $court_scr_spd
label $0_end
endmacro

#Show the judge and make him talk
macro judge
set _sc 0
{scroll_to $jx}
set _speaking jc
endmacro

macro scrolljudge
{judge}
endmacro

macro helper
set _sc 0
{scroll_to $hx}
set _speaking hc
endmacro

macro scrollhelper
{helper}
endmacro

macro defense
set _sc 0
{scroll_to $dx $_sc}
set _speaking dc
endmacro

macro scrolldefense
set _sc scroll
isnot court_x $jx $0_strt
set _sc 0
label $0_strt
{scroll_to $dx}
set _speaking dc
endmacro

macro prosecutor
set _sc 0
{scroll_to $px $_sc}
set _speaking pc
endmacro

macro scrollprosecutor
set _sc scroll
isnot court_x $px $0_strt
set _sc 0
label $0_strt
{scroll_to $px}
set _speaking pc
endmacro

macro witness
set _sc 0
{scroll_to $wx $1 _sc}
set _speaking wc
endmacro

macro scrollwitness
set _sc scroll
isnot court_x $wx $0_strt
set _sc 0
label $0_strt
{scroll_to $wx}
set _speaking wc
endmacro

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Re: PyWright. Beta10.90 perceive! OSX version POSTED! B11 still!Topic%20Title

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i copy-pasted what you have and it still has the same problem.
Re: PyWright. Beta10.90 perceive! OSX version POSTED! B11 still!Topic%20Title
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jaydrick0620 wrote:
I wanna update the everything but do i have to download one by one?


I guess it's not obvious, but you can hold down shift and select many checkboxes at once, so yes its possible to download all at once.

Shogun - Officially, court sequences do have to start on defense. I will look into allowing the starting position to be changed for the next version. Thanks Brawldud for helping him out though on how to hack it. Still, it might be best to wait for the official way.

Can you post your pywright.exe.log file? If it's only an error when you close pywright, it's not a big deal. Your code didn't give me any errors.
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Re: PyWright. Beta10.90 perceive! OSX version POSTED! B11 still!Topic%20Title

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yeah it displayed an error but it said none on the txt file. nvm then.
Re: PyWright. Beta10.90 perceive! OSX version POSTED! B11 still!Topic%20Title
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Hey everyone. I completely new to this but am having a lot of fun making different conversations and scenes with PyWright. However, I get the feeling I'm doing something wrong. For whatever reason, the character lip-sync never seems to work out. It's seems to me that the characters don't start animating until after the dialogue has completed scrolling. It doesn't seem to matter whether the emotion code is inside the dialogue or before it, it still waits till after the text is done. For example, here's a very very simple scene I made.

Code:
bg prosecution
fg pbench name=pbench
char franziska name=franziska e=ready(talk) nametag=Karma
"How much wood could a {n}woodchuck chuck if a {n}woodchuck could chuck wood?{p60}{next}"
"{eready(talk)}If a woodchuck could chuck wood, {n}a woodchuck would chuck wood {n}chucks{p120}{ebow}"


What is it that I am doing wrong?
Re: PyWright. Beta10.90 perceive! OSX version POSTED! B11 still!Topic%20Title

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It's the ready(talk). Just put ready instead.
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Re: PyWright. Beta10.90 perceive! OSX version POSTED! B11 still!Topic%20Title
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Ping' wrote:
It's the ready(talk). Just put ready instead.


Well, thank you very much for the quick help. So even though the actual file name is "ready(talk).png", the talk part of it is actually seen as a command by the program? How does the program differentiate between "ready(talk).png" and "ready(blink).png"? Does it automatically change between the two sprites when it detects talking?
Re: PyWright. Beta10.90 perceive! OSX version POSTED! B11 still!Topic%20Title

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Well, I'm not really a coding specialist, and haven't taken the time to look at the source, but what I know by experience is this: when you put " ", PyWright automatically looks for the (talk) sprite of the character speaking.
(I'm pretty useless, I know -_-)
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Re: PyWright. Beta10.90 perceive! OSX version POSTED! B11 still!Topic%20Title
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Yes, the parenthesis at the end of a portrait name is a code determining the mode of animation. You don't set the mode of animation directly, instead you tell pywright which emotion it should be. The text display decides whether it should be showing the (talk) or (blink) version. When letters are printing, it tries to load "emotion(talk)", and when they aren't, or if it is inside parenthesis, it tries to load "emotion(blink)".
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Re: PyWright. Beta10.90 perceive! OSX version POSTED! B11 still!Topic%20Title
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Or it loads "emotion(combined)" if there are no talking/blinking sprites.

Though why would you put (extra) under parenthesis?

Also, I was fiddling around with the percieve beta game to check it out... and

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Re: PyWright. Beta10.90 perceive! OSX version POSTED! B11 still!Topic%20Title

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so i take it zoom animations don't work either? seems you have alot of work cut out for you, saluk.
Re: PyWright. Beta10.90 perceive! OSX version POSTED! B11 still!Topic%20Title
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Percieve works fine. I mean that when I get a bad percieve (hit "Percieve" when I shouldn't) the percieve graphic doesn't disappear.
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Re: PyWright. Beta10.90 perceive! OSX version POSTED! B11 still!Topic%20Title
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Ummm... I've got a bit of a problem with this..
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Is there any way for the Court Record not to be there? I setted it to _cr_button false and it doesn't show until I make a list.
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Coming Soon....
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YeAH, Ok. I wont log iN for a while so a question: how do i add animations? How do i set name box?
How add custom case art? How do i add custom logo?

And in the case select, bugs always appear!!
WHY!!!??
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Re: PyWright. Beta10.90 perceive! OSX version POSTED! B11 still!Topic%20Title
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1. If you want to know how to pull a character up, do something like "char phoenix e=normal"
2. Huh? If you make a character on screen using the above example, Make them speak (like putting "Hello, my good sir!") and their namebox auto-reajusts.
3-4. I answered those questions for RJ on page 19... :larry: I wish people paid more attention to past content. (PLEASE use spelling and grammar...)
Put "case_screen.txt" in the case folder. In the case_screen.txt:
For custom logo:
Code:
bg caselogo
bg main stack y=192


For custom case art:
Code:
bg caseart y=-384
scroll y=384 speed=32 name=caseart nowait


At least as far as I can see.
5. I'm tired of dealing with people who won't take snapshots nor describe what bugs they are having. *sigh* post the code used and I'll see what I can do..........
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Re: PyWright. Beta10.90 perceive! OSX version POSTED! B11 still!Topic%20Title
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I think the bugs in case select are from running in opengl. Set opengl=0 in display.ini. I will try to fix this problem for the next version, but it's pretty hard to do in beta 10. Beta 11 has a muuuch better display model. But it's not out yet, more's the pity. If it's something else, you'll have to be much more specific. I can read minds, but I'm still in training.

Don't know what you mean either jaydrick about adding animations. Do you mean creating new ones? You should put them in games/jaydricksgame/art/fg and then add with fg. They can be either a gif animation or a sheet. There is a bunch of info in doc.txt on how to do these kinds of things.

Setting the namebox is done with nametag= at the end of a char statement:
Code:
char Mersuseus nametag=Billy


Filip1236: I'll check that out.

For the perceive, look under "macro notice":
Code:
macro notice
delete name=sauron
delete name=perceive
delete name=black

#CHANGE - the name of the big sprite
delete name=kageroubig

delete name=out

If you don't want these things to be deleted, you can comment out those lines, or move them underneath "#CHANGE - This phrase is what the character says with the right statement and the right position" if you only want to delete them when have pressed the right statement. You can also remove them if you don't want any deletions.


Next release is days away or less. You guys keep giving me stuff to do, I'm going to have to draw the line and just release it at some point!
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Re: PyWright. Beta10.90 perceive! OSX version POSTED! B11 still!Topic%20Title

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idk if u know this but, i found a little thing i found with the maybe not working zoom animations

here i have two codes.

Code:
fg ani-judge-gavel.png
pause 30 script
label court
set _prosecutor Edgeworth
set _defense Mia
set _witness nothing
set _judge Judge
set _helper nothing
startcourt

prosecutor
emo handondesk name=pc
"Too bad..."
bg closeup
char Edgeworth e=zoom
"You failed!"


Code:
fg ani-judge-gavel.png
pause 30 script
label court
set _prosecutor Edgeworth
set _defense Mia
set _witness nothing
set _judge Judge
set _helper nothing
startcourt

prosecutor
emo handondesk name=pc
"Too bad..."
bg closeup
emo zoom name=pc
"You failed!"


the first zoom animation works, the second doesn't. i used the char command instead of emo for the zoom so i think there's another fix for the court macro.

sorry if u found this already. just throwing it out there.

edit: sorry, i changed the fg speedlineupclose2 name to a bg closeup if there's any confusion there.
Re: PyWright. Beta10.90 perceive! OSX version POSTED! B11 still!Topic%20Title
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By default, the bg command clears all existing objects. You will want to use "bg closeup stack" if you don't want it to clear.
Also, the emo command only works on existing characters. Since everything has been cleared, there is no one to set the zoom animation on.

The first way you did it actually makes sense, because the zoomed edgeworth is not necisarily in the "same place" as the other one. Here is some nice code you can use, I may include in a later version of the macro library.

Code:
macro zoomin
set _lastspeak $_speaking
bg closeup stack z=3 name=zoom1
char $1 e=zoom z=3 stack name=zoom2
endmacro

macro zoomback
delete name=zoom1
delete name=zoom2
set _speaking $_lastspeak
endmacro

"WORKS"
fg ani-judge-gavel.png
pause 30 script
label court
set _prosecutor Edgeworth
set _defense Mia
set _witness nothing
set _judge Judge
set _helper nothing
startcourt

prosecutor
emo handondesk name=pc
"Too bad..."

{zoomin Edgeworth}
"You failed!"
zoomback
"That's all I have to say."


You can use the same zoom code for anyone else who has a zoom emotion, as long as those two macros at the top are somewhere in your macro search path.
For instance:
{zoomin phoenix}
"That's not fair!"
zoomback





New pywright version shortly btw
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Re: PyWright. Beta10.90 perceive! OSX version POSTED! B11 still!Topic%20Title

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so i can add that macro to the existing court macro and my second code would work the same as the first?

huh never knew bgs clear all existing characters. the "closeup" gif should've never been a bg in the first place then.
Re: PyWright Beta10.91 bugfix release. Website/tutorials soon!Topic%20Title
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It's a bg because that made the most sense when I added it. And if you do "bg something stack" then it doesn't clear.

Yeah, you can put those macros in your court.mcro (the one in your game folder), and they can be called from anywhere.

Don't edit the macros in core/macros, always copy them to your game folder first and edit them there!


10.91
I just released beta 10.91, which fixes maaaany bugs. It fixes the problem about where startcourt begins, some saved game issues, adds easier way to set up unlockable cases, and much more. Update through updater/pywright.exe, download the beta10.91 test game to see things in action (although some of the tests are not quite clear what they are testing).

I'm still working on some tutorials, I think I will focus on that for the next few weeks rather than the engine itself; unless there are major issues that need fixing and are easy to fix.


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Re: PyWright Beta10.91 bugfix release. Website/tutorials soon!Topic%20Title
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Hey, Saluk :)

I've received the update, but I've noticed my characters don't "fade in" anymore.
I just wanted to ask: has there been an alteration to the "fade" command?
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Re: PyWright Beta10.91 bugfix release. Website/tutorials soon!Topic%20Title
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First of all, thanks for the new update. So far I have no errors to report and that is awesome. Now onto my problem...

Alright, I admit it. I've been trying to work around the problem I've been having for days, but sadly, I'm just not good enough of a coder. I've been trying to set up an end of trial "objection back and forth" using the scroll command. However, if I enter

Code:
bg courtroomfull x=-1040 name=courtroomfull
char franziska name=franziska e=ready nametag=Karma
fg pbench name=pbench
scroll x=1025 speed=25
char phoenix name=phoenix e=pointing stack
fg dbench name=dbench
scroll x=-1025 speed=25


Phoenix and his desk pop in after the scroll is completed. It obviously doesn't look good popping in like that after the scroll is finished. I tried the "nowait" extra command after scroll, but then it pops in way too soon.

Next I tried to load all the sprites at once.
Code:
bg courtroomfull x=-1040 name=courtroomfull
char franziska name=franziska e=ready nametag=Karma
fg pbench name=pbench
char phoenix x=-1040 name=phoenix e=pointing stack
fg dbench x+-1040 name=dbench


But when I scroll, Phoenix and his desk are not there. I even tried to scroll phoenix and his desk in at the same time the background was scrolling the otherway, but the "pause" command to make those to objects wait for the right timing (or maybe loading of the sprites and other scroll animation) caused a big hicup in the background scroll. I was wondering it there is a way to load the characters (and lawyer desks) across the entire background as opposed to just what's on the screen?

Or of course any other ways to make the scrolling background scenes without any late sprite pop ins.
Re: PyWright Beta10.91 bugfix release. Website/tutorials soon!Topic%20Title
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OK. I think I got that one.
auto readjusts? namebox?
Image

HERE COME DAT SPIRIT MEDIUM!
Re: PyWright Beta10.91 bugfix release. Website/tutorials soon!Topic%20Title
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Alright I have to ask:
If I use this list code on, for example thatsucks.script
Code:
list lol1
li Oh man
li Jeez!
li Oh, boy
showlist

And then use for example, this one on dudethatsucks1.script
Code:
list apartment
li Jeez!
li Oh no!
li God only knows
showlist

So my question goes: will the label "Jeez!" on dudethatsucks1.script actually load the one from thatsucks.script?

Sorry if it's a bit hard to read, but I don't really know how to write it in any other way.
Image
Coming Soon....
Re: PyWright Beta10.91 bugfix release. Website/tutorials soon!Topic%20Title
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jaydrick0620 wrote:
OK. I think I got that one.
auto readjusts? namebox?


Brawldud means that whichever character is the last one you created will automatically have the correct name in their namebox. However, if you want to give an existing character a new name... well I'll just quote from the instructions document that comes with PyWright

Code:
char [foldername] {nametag=their nametag to be displayed above text}


Quote:
nametag - if you do not wish the nametag to show the real character's name, use this to
set the nametag to something else. This can be useful if you are meeting a new character
for the first time and want their name to show "???" until you learn their actual name. Or
if you have twins that use the same sprite but different names. Or you want to use one
of the Ace Attourney sprites, but rename them.


I hope that helps
Re: PyWright Beta10.91 bugfix release. Website/tutorials soon!Topic%20Title
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Flip: no, goto can only jump to a label in the same script - otherwise there would be certain chaos! If you want to reuse the same result for Jeez!, either make a macro for it, or a separate script just for jeez. In each script, put:
Code:
label Jeez!
{jeezmacro}

or

label Jeez!
script jeez_script

So that you can reuse the same result in both scripts. If you were just worried about reusing the same label, not to worry, each script stands by itself.

RadicalDreamer:
First, there is a bug in the second code you posted, you put x+-1024 insstead of x=. I don't have the time to test your code, but you are pretty close with the second one. I have already written this kind of code for you though, it's in core/macros/court.mcro, and how to use it is in the game/case beta10.8/courtmacro which you can get from the updater.

Cardiovore:
Unfortunately, I have had to temporarily disable acceleration. Too many people were suffering graphical anomalies from it. Until I can solve that problem some graphics won't fade (specifically, any graphic that already has an alpha channel).
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Also visit the PyWright post.
Re: PyWright Beta10.91 bugfix release. Website/tutorials soon!Topic%20Title
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Previously Cardiovore

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saluk wrote:
Flip: no, goto can only jump to a label in the same script - otherwise there would be certain chaos! If you want to reuse the same result for Jeez!, either make a macro for it, or a separate script just for jeez. In each script, put:
Code:
label Jeez!
{jeezmacro}

or

label Jeez!
script jeez_script

So that you can reuse the same result in both scripts. If you were just worried about reusing the same label, not to worry, each script stands by itself.

RadicalDreamer:
First, there is a bug in the second code you posted, you put x+-1024 insstead of x=. I don't have the time to test your code, but you are pretty close with the second one. I have already written this kind of code for you though, it's in core/macros/court.mcro, and how to use it is in the game/case beta10.8/courtmacro which you can get from the updater.

Cardiovore:
Unfortunately, I have had to temporarily disable acceleration. Too many people were suffering graphical anomalies from it. Until I can solve that problem some graphics won't fade (specifically, any graphic that already has an alpha channel).



Ah right, thanks :jake:

I found it's only the characters that won't fade.
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