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Re: MECHABOWSER PRESENTS: PHOENIX WRIGHT CASE MAKERTopic%20Title

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N-Mario wrote:
I got a quick question. Will you be able to move up or move down action scripts? For eample, if you make a new action line and it gets created at the bottom, are you able to mvoe that action line to the very top? Detective Gumshoe

Ehrm

I'm gonna have to be straight
no

You could just, you know, delete it and then remake it at the top.
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Well done Mecha. Can't wait until next "patch" is out.
Anyway, I need some help, but I'm not sure if you really can help me. The thing is that I have created some own sprites (animated and in GIF format) to use in a case but when I add them and then build it up the sprites gets, like scratchy and part dissapears on it when it moves and so on. Anyone who knows what's the problem is and what to do to it? the size on them is 256 * 192 so that's not the problem I think. Larry

And then I have a question about when moving graphics. Wouldn't it be easier if Case Maker loaded all sprites and graphics from the DATABASE map instead? Then we doesn't need to move sprites, sounds etc from one map to another. But I'm am then off course only looking on it from one side. I'm sure you have a reason why it wouldn't work. Sal
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Yea, That's what I'm thinking. When you make a case, I don't think it needs to make more subfolders fr the spriets & sounds. All it needs to do is load the spriets/sounds, whatever from the main case makers /Database folder. Doesn't seem to make sense for the projects/cases to have their own /database folders, sicne you pretty much have all the sprites, backgrounds in the main /database folder outside the /projects folder.
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Mog Mage wrote:
Well done Mecha. Can't wait until next "patch" is out.
Anyway, I need some help, but I'm not sure if you really can help me. The thing is that I have created some own sprites (animated and in GIF format) to use in a case but when I add them and then build it up the sprites gets, like scratchy and part dissapears on it when it moves and so on. Anyone who knows what's the problem is and what to do to it? the size on them is 256 * 192 so that's not the problem I think. Larry

And then I have a question about when moving graphics. Wouldn't it be easier if Case Maker loaded all sprites and graphics from the DATABASE map instead? Then we doesn't need to move sprites, sounds etc from one map to another. But I'm am then off course only looking on it from one side. I'm sure you have a reason why it wouldn't work. Sal


Sounds like your using a very bad GIF program.

edit: fixed this issue for him
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Re: MECHABOWSER PRESENTS: PHOENIX WRIGHT CASE MAKERTopic%20Title
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MechaBowser wrote:
N-Mario wrote:
I got a quick question. Will you be able to move up or move down action scripts? For eample, if you make a new action line and it gets created at the bottom, are you able to mvoe that action line to the very top? Detective Gumshoe

Ehrm

I'm gonna have to be straight
no

You could just, you know, delete it and then remake it at the top.


No offense, but that sounds kind of lazy. Granted it's a simple thing, but adding simple things like 'delete', 'move up', 'move down' and the dearly wanted 'edit action' will make the program more confortable and increase workflow. Just a suggestion.
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SailorTaurus wrote:
MechaBowser wrote:
N-Mario wrote:
I got a quick question. Will you be able to move up or move down action scripts? For eample, if you make a new action line and it gets created at the bottom, are you able to mvoe that action line to the very top? Detective Gumshoe

Ehrm

I'm gonna have to be straight
no

You could just, you know, delete it and then remake it at the top.


No offense, but that sounds kind of lazy. Granted it's a simple thing, but adding simple things like 'delete', 'move up', 'move down' and the dearly wanted 'edit action' will make the program more confortable and increase workflow. Just a suggestion.

My thougths exactly.

If you have an option to delete them, It probably wouldn't take that much trouble to have a "move up" or "move down" button. It could be either keyboard specific, or graphical button. EIther way, I think you should be able to add these. Detective Gumshoe
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It's not exactly that hard to double-click where you want your action line to go, is it? I mean, right now, all you have to do is double-click on an existing one, do w/e you want, and it'll get added on before your selected action line. Not that difficult.

And the edit function's coming.
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The point is when you have accidentally made something really long and complicated only to have it in the wrong order. It would really help to be able to re-order it.

Unless that's actually hard to program?
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N-Mario wrote:
Yea, That's what I'm thinking. When you make a case, I don't think it needs to make more subfolders fr the spriets & sounds. All it needs to do is load the spriets/sounds, whatever from the main case makers /Database folder. Doesn't seem to make sense for the projects/cases to have their own /database folders, sicne you pretty much have all the sprites, backgrounds in the main /database folder outside the /projects folder.

This is if you, for example, have a character in the database, and one in your project folder that have the same name yet have different sprites.
Like Butz, if you have his normal sprite in the database, yet want him to appear in his red clothing in your game, this could screw it up.

And FINE, I'll make a move button ;<

LiMQ wrote:
Unless that's actually hard to program?

It is, sorta.
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MechaBowser wrote:
N-Mario wrote:
Yea, That's what I'm thinking. When you make a case, I don't think it needs to make more subfolders fr the spriets & sounds. All it needs to do is load the spriets/sounds, whatever from the main case makers /Database folder. Doesn't seem to make sense for the projects/cases to have their own /database folders, sicne you pretty much have all the sprites, backgrounds in the main /database folder outside the /projects folder.

This is if you, for example, have a character in the database, and one in your project folder that have the same name yet have different sprites.
Like Butz, if you have his normal sprite in the database, yet want him to appear in his red clothing in your game, this could screw it up.

Simple answer. Phoenix

Have Larry with one set of clothes as Larry1.gif and Larry1_T.gif. Have Larry's other costume be set as Larry2.gif and Larry2_T.gif OBJECT!

That way, both of Larry's costumes can be set in the exact same directory. Phoenix
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N-Mario wrote:
Simple answer. Phoenix

Have Larry with one set of clothes as Larry1.gif and Larry1_T.gif. Have Larry's other costume be set as Larry2.gif and Larry2_T.gif OBJECT!

Except that'd have to make his name appear as Larry1

Added moving, btw.
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MechaBowser wrote:
N-Mario wrote:
Simple answer. Phoenix

Have Larry with one set of clothes as Larry1.gif and Larry1_T.gif. Have Larry's other costume be set as Larry2.gif and Larry2_T.gif OBJECT!

Except that'd have to make his name appear as Larry1

Wait..... You're saying it will show up as Larry1 in the text display dialogue, when they talk? Ack

Character names don't need to reflect on file names. You should be able to give a character their own set of file names, and their own dialogue name separated from the files. OBJECT!

Well...... Wouldn't hurt to get a second or third opinion. Also, I never worked with MMF before (since that is what you and Shaun are using to make these, IIRC), so I don't know why the file names of characters would affect their display names. Payne

Quote:
Added moving, btw.

Nice. Phoenix
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N-Mario wrote:
Wait..... You're saying it will show up as Larry1 in the text display dialogue, when they talk? Ack

Character names don't need to reflect on file names. You should be able to give a character their own set of file names, and their own dialogue name separated from the files. OBJECT!

Well...... Wouldn't hurt to get a second or third opinion. Also, I never worked with MMF before (since that is what you and Shaun are using to make these, IIRC), so I don't know why the file names of characters would affect their display names. Payne

Yeah I get your point.
Fixing this right away!

EDIT: Done
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If you root around in your case files, there are two text files per ActionList that contain all the lines. Isn't it possible to just find the appropriate line in both files and move it to wherever you want? It's not that elegant, I know, but it's not that difficult either. Nick

MechaBowser, how fast are these in-game milliseconds?? I put a Wait 1000 into my program and it lasted about 20 seconds. XD
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KServo wrote:
If you root around in your case files, there are two text files per ActionList that contain all the lines. Isn't it possible to just find the appropriate line in both files and move it to wherever you want? It's not that elegant, I know, but it's not that difficult either. Nick

MechaBowser, how fast are these in-game milliseconds?? I put a Wait 1000 into my program and it lasted about 20 seconds. XD


a millisecond is that. a milli second.

1,000 milliseconds -> 1 second.
2,000 milliseconds -> 2 seconds.
20,000 milliseconds -> 20 seconds.

why would you want that long a pause?
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It couldn't be in miliseconds. If it was in miliseconds, then wait 1000 would be 1 second. It looks like its about 0.05 seconds.
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Gerkuman wrote:
It couldn't be in miliseconds. If it was in miliseconds, then wait 1000 would be 1 second. It looks like its about 0.05 seconds.

Well could you then perhaps tell us then what measurement its really using? because I've been using milliseconds and I've appropriately assumed things via millisecond measurements.

What figure of measurements would make 1000 milliseconds 0.05 seconds?
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DDRKhat wrote:
a millisecond is that. a milli second.

1,000 milliseconds -> 1 second.
2,000 milliseconds -> 2 seconds.
20,000 milliseconds -> 20 seconds.

why would you want that long a pause?

More like
50 milliseconds -> 1 second.
100 milliseconds -> 2 seconds.
1,000 milliseconds -> 20 seconds.

This is due to 1 milisecond lasting 1 frame.
I should probably call it frames, but then it'd confuse the hell out of people
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DDRKhat wrote:
a millisecond is that. a milli second.

1,000 milliseconds -> 1 second.
2,000 milliseconds -> 2 seconds.
20,000 milliseconds -> 20 seconds.

why would you want that long a pause?


To be honest, I didn't want a pause that long. I was trying to set up Phoenix's "Ack!" pose so that it would go straight into his "Sweat" pose. The gif file of "Ack!" is about 1.07 seconds, so was going to bring up the first sprite, wait for 1000 and then change to the second.

MechaBowser wrote:
More like
50 milliseconds -> 1 second.
100 milliseconds -> 2 seconds.
1,000 milliseconds -> 20 seconds.

This is due to 1 milisecond lasting 1 frame.
I should probably call it frames, but then it'd confuse the hell out of people


I have to say that making 50ms = 1ms confuses me a little more than calling it a frame would. Larry
Not that I mind so much now that I know, but on your mini-wiki site it said that the milliseconds went 10 to the second (which confused me even further...). Is the speed of the frames something that's changed before in your program?
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KServo wrote:
Not that I mind so much now that I know, but on your mini-wiki site it said that the milliseconds went 10 to the second (which confused me even further...). Is the speed of the frames something that's changed before in your program?

Ehrm, no. Sorry. But I had to call it SOMETHING. And people not knowing what frames are (which is indeed quite alot) will just keep asking me wtf it is.

But okay, I'll change it to frames in the next version.

KServo wrote:
If you root around in your case files, there are two text files per ActionList that contain all the lines. Isn't it possible to just find the appropriate line in both files and move it to wherever you want? It's not that elegant, I know, but it's not that difficult either. Nick

If you're trying to point out that I could easily just make it move the lines in the .txt then die
Because those things are harder than they look D:<
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I have a quick suggestion to make: you should be able to fade in and fade out music. It's kinda sudden when the music just stops. Unless you can already do this and I'm not aware of it?
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Jtn wrote:
I have a quick suggestion to make: you should be able to fade in and fade out music. It's kinda sudden when the music just stops. Unless you can already do this and I'm not aware of it?

Hmm..... This is a very interesting point. Did the music fade in and out in some parts of the game? Think

It would seem kind of sudden that music can just stop immediately when you don't want it to. Detective Gumshoe
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Yes, it did certainly fade in and out in some points of the game.

One very obvious instance is, say, when Phoenix presses on something that makes him look like an idiot, and he gets the shock pose, with the shock sound effect stopping the music... then it focuses back on the witness for their next piece of testimony, and the Testimony music fades back in where it left off.
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Your wish is my command!
I'll add music fading to the addon list Larry
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http://smbcentral.net/spmonline/WIKI/index.php?

New wiki link. This one's better, easier and everything.
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KServo wrote:
If you root around in your case files, there are two text files per ActionList that contain all the lines. Isn't it possible to just find the appropriate line in both files and move it to wherever you want? It's not that elegant, I know, but it's not that difficult either. Nick

If you're trying to point out that I could easily just make it move the lines in the .txt then die
Because those things are harder than they look D:<[/quote]

Nonono. I was suggesting that for the time being people could go and change the text files themselves if they really didn't want to go through the process of deleting and re-creating lines. It's a roundabout way of doing things, but it shows that Edit/Move options aren't really necessary for the time being. Of course, it probably helps if users are good at figuring things out for themselves... but don't waste too much time implementing it. *laughs*
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KServo wrote:
Nonono. I was suggesting that for the time being people could go and change the text files themselves if they really didn't want to go through the process of deleting and re-creating lines. It's a roundabout way of doing things, but it shows that Edit/Move options aren't really necessary for the time being. Of course, it probably helps if users are good at figuring things out for themselves... but don't waste too much time implementing it. *laughs*
Actually I wouldn't advise that, I had alot of issues when I attempted that one.
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Re: MECHABOWSER PRESENTS: PHOENIX WRIGHT CASE MAKERTopic%20Title

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I would personally prefer pure textcode for actionlists. For instance:

char_fadein: Maya_normal
music_loop: Turnabout_Sister (Fade = false)
wait: 20
char_anim: Maya_bowing
char_box: Maya (Char = True)
text_add: Hey Nick! (Text speed = 100)
wait: 10
text_newline
text_add: I have arrived (Text speed = 80)
sound_play: Thinking2
text_add_red: on time! (Text speed = 80)

Start Event
enable_choice: (Hey to you too ;; Get out of my face ;; Who are you again?)

if_choice_1:
char_box: Phoenix
text_box: Hey (Text speed = 120)
wait 20
text_red: Maya (Text speed = 70)
end_if_choice

if_choice_2:
char_ani: Maya_pufferfisg
text_box: Fine! (Text speed = 0)
wait 10
text_box: Leave! (Text speed = 0)
wait 10
screen_black (fade = false)
char_remove
sound_play: attacked
wait 70
new_location: Streets (fade = false)
screen_deblack
music_stop
variable_Kicked: true
end_if_choice

if choice 3:
char_box: Phoenix
text_blue: (Who... is... that?) (Text speed = 80)
end_if_choice
End Event

if variable_kicked = true
char_box: Phoenix
text_blue: (Ow!?) (Text speed = 150)
else
char_box: Maya
char_anim: Maya_Smirky
text_box: Got you a new murder case! (Text speed = 120)
text_button
char_anim: Maya_Glad
text_box: He's an actor! (Text speed = 100)
end if
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Mikker wrote:
I would personally prefer pure textcode for actionlists. For instance:

You might just aswell go make your game in GameMaker if you want it that way. Beside, this is like, easier than text programming (especially with the new version), so you just have patience, you sly you.
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When I looked back at the games, I noticed there are parts when a charcter's name is displayed as "? ? ?", most likely when you first meet them. Sometimes they may only reveal their names in court. So will we be able to have this option to change names of characters (for example, from '? ? ?' to 'Larry') in the middle of a dialogue?
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N-Mario wrote:
When I looked back at the games, I noticed there are parts when a charcter's name is displayed as "? ? ?", most likely when you first meet them. Sometimes they may only reveal their names in court. So will we be able to have this option to change names of characters (for example, from '? ? ?' to 'Larry') in the middle of a dialogue?

You can already do that jesus
Just change the name of the person speaking to "???", then make the character's animation always speaking, and when the sentence is done, make the animation always normal.
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I haven't really begun to play around with it, but I do have a few problems:

1. The talking animation looks really cheesy on my computer, is there anyway to fix this?

2. The fact that you have to use the 1/2 button to skip lines. I would think that the line break function should be user adjustable.

Anyway, nice program. I can' wait for the next update!

===EDIT===
I've found a bug! In "The First Turnabout" Demo you included, you can't click on the Attorney's Badge, or it will freeze the lower screen.
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Lockblade wrote:
===EDIT===
I've found a bug! In "The First Turnabout" Demo you included, you can't click on the Attorney's Badge, or it will freeze the lower screen.
It seems you did not read the first post in this topic. This issue has already been stated be the author of the program when he Released it. This issue is also resolved in the upcoming version.
Thank you however for keeping an eye out.
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Lockblade wrote:
2. The fact that you have to use the 1/2 button to skip lines. I would think that the line break function should be user adjustable.

Hey cool I didn't think about that.
Awesome, I'll do that.
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That's awesome.

American keyboards don't have a 1/2 button.
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Kusanagi wrote:
That's awesome.

American keyboards don't have a 1/2 button.

Actually, you can still get it, if you use a special alt command. IINM, it's hold [Alt] button, & press 0189 on the right side of the keyboard to get ½. Although That wasn't not very reliable key for working with. Which is good that MechaBowser fixed it for the upcoming version. Phoenix

Anyway, looking forward to the next update. Phoenix
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I'm glad too. It does seem a little pointless to type a five key code every time you don't want the text on a single line.
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Yeah sorry. I didn't know American Keyboards didn't have ½, so yeah.
Re: MECHABOWSER PRESENTS: PHOENIX WRIGHT CASE MAKERTopic%20Title
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I'm not sure British keyboards have it either. I'm looking at my keyboard and don't see a 1/2 key anywhere.

Exactly what type of keyboard are you using MB?
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Re: MECHABOWSER PRESENTS: PHOENIX WRIGHT CASE MAKERTopic%20Title

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Joined: Wed Feb 28, 2007 12:40 pm

Posts: 369

Well, he's from Denmark. Go figure. Gymshoe You're right, SailorTaurus, there's no 1/2 key. In order to get that symbol, we're required to hold alt and press some keys on the numpad, I think. O.o'
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