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Re: PyWright Case Engine ver 0.960 for Turnabout Substitution!Topic%20Title
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saluk wrote:
Tap: is there a specific music file that you are trying to play that won't work? I just made a test case with:

Spoiler: code

mus/mus aj1_s1/17 - Detention Center ~ Interview Tragicomedy.ogg
casemenu
[/spoiler]

And the music plays. When I run the case and come back it plays again.


Er...I don't mean that. It works perfectly for me. For example...

Spoiler: My intro.txt script
bg justicesmemoirs
mus Justice's Memoirs ~ Introduction.ogg
waitenter
set _order_cases variable
set _case_1 Turnabout Shot Dunk
set _case_2 Turnabout Blazing Legends
set _case_3 Turnabout Go! Justice
set _case_4 Mysterious Sirens and Turnabouts
set _case_5 Turnabout Memoirs
casemenu


What I want is the ability to customize casemenu. I want music to play when you scroll through the different cases? Does that make sense?
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Re: PyWright Case Engine ver 0.960 for Turnabout Substitution!Topic%20Title
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You can have a script that runs for each selected item, yes. Put a case_screen.txt inside each case folder that has the music line in it. That script is run each time a specific case folder is selected on the menu. The beta10.8 test game is an example, it shows only changing the backgrounds; but music command should work fine there as well. Just be careful not to run code that blocks in there (asking the user for something etc), because it will get stuck in that loop and not let you change cases any more (until whatever is blocking it is finished).

Also, pywright is capable enough now to implement a custom case menu. You can launch cases with the game command (I think it would be game mygame/mycase, but I'm not positive), and implement everything else with buttons. So if the amount of customization available isn't enough, leave out the "casemenu" command of the intro.txt and implement your own menu there.
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Re: PyWright Case Engine ver 0.960 for Turnabout Substitution!Topic%20Title
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saluk wrote:
You can have a script that runs for each selected item, yes. Put a case_screen.txt inside each case folder that has the music line in it. That script is run each time a specific case folder is selected on the menu. The beta10.8 test game is an example, it shows only changing the backgrounds; but music command should work fine there as well. Just be careful not to run code that blocks in there (asking the user for something etc), because it will get stuck in that loop and not let you change cases any more (until whatever is blocking it is finished).

Also, pywright is capable enough now to implement a custom case menu. You can launch cases with the game command (I think it would be game mygame/mycase, but I'm not positive), and implement everything else with buttons. So if the amount of customization available isn't enough, leave out the "casemenu" command of the intro.txt and implement your own menu there.


That's good news! I'll test it out later. Since Pywright is capable of having a custom case menu, does this mean that if I could theoretically set up a system of flags, or use the password input feature, I could make it so you can't hypothetically skip to Case 3 without playing Case 1 and 2?

The game command is used as a work around to clear all flags, variables and everything else, isn't it? I remember that from Ace Fancase...

EDIT: Can you include Justice's Memoirs in the WIP section of your website as well, saluk? Thanks in advance :jake:
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Re: PyWright Case Engine ver 0.960 for Turnabout Substitution!Topic%20Title
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There is a built-in unlocking of cases. When "winning" a case you set a game-wide variable, and in the game's intro.txt, you list the cases (using the variables which control the order) based on the game-wide variables. But yes, it's possible to do anything in game/intro.txt as any other wrightscript code, so if you want to set up your own system completely, go ahead. The example of revealing hidden cases is in the beta10.9 game. The magic is the exportvars and importvars commands

Yep, the game command will clear all the variables and load up a game/case (as far as pywright is concerned there isn't much difference between the two.), running the intro.txt that it finds there. You can also start a different script than the intro if you like, and it's possible to run a completely separate game.

Syntax is:

game [game path] [script name]

The game path is a full path to the game from the PyWright folder, minus the script name: games/mygame/case
This command doesn't appear to be in any of the documentation. Fail.

I'll get to adding your game.
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Re: PyWright Case Engine ver 0.960 for Turnabout Substitution!Topic%20Title
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I'll check out the beta 10.9 game then. I need to download it anyway because of perceive :sawit:

There better not be any mentions of buses or going to the theatre, saluk...
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Re: PyWright Case Engine ver 0.970. Blinking. inputbox. aao prepTopic%20Title
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Before the changelog gets too big, here is 0.970:

Code:
*PyWright 0.970: March 19, 2010*
    - characters can choose different blink animations than the default:
        Try with the updated apollo:
        char apollo e=confident    -> when he's blinking, his mouth is open
        char apollo e=confident be=confident2   -> When he's blinking, mouth is closed.
    - downloader a little more fault tolerant
    - downloader has less urls hardcoded, this will help when I move downloads
        to a separate content service from the web site
    - randomized clicksound volume
    - fixed check button on examine
    - loading a game uses correct path for art
    - set _blinkspeed_global [min] [max] - overrides global minimum and maximum
            frames to wait for a character to blink
            set _blinkspeed_global default to reset
    - set _blinkspeed_next [min] [max] - the next character added will inherit
            this minimum and maimum frames to wait to play the next blink animation
    - blinkspeed [min] [max] in art files will set the default speed for that sprite
    - blinking sprites "park" at the first frame of the animation instead of the last
    - can control a playing animation's properties:
           controlanim name=thename start=n end=n jumpto=n {loop} {noloop} {b/t}
           name should be equal to the name of an existing object
           start will change the first frame of the animation
           end will change the last frame of the animation
           jumpto will set the current frame of the animation
           loop will force the animation to loop
           noloop will force the animation not to loop
           b will control the blink sprite of named character
           t will control the talking sprite of named character
    - globaldelay command can control characters now by appending b or t to control
            the blink or talk sprite of that character
    - fixed word wrapping some more. Bugs seem to be gone. If
        _textbox_wrap_avoid_controlled is true (defaults to true), lines containing
        {n} will not be wrapped, even if _textbox_wrap is true. If you want to
        have text wrapping on lines containing {n}, set _textbox_wrap_avoid_controlled
        to false, and _textbox_wrap to true. To always control text wrapping manually,
        set _textbox_wrap to false. AAO games have lines containing {n} that also
        need wrapping, so aao conversion needs to use _textbox_wrap true and
        _textbox_wrap_avoid_controlled false.
    - added "gui Input" command:
        gui Input [variable_name] {x=} {y=} {z=} {name=} {width=width of box}
        The input box will start pre filled with the value of the variable given
        When the player types in the box, it will save the results back to that variable
        later you can get what they entered by checking the value of the variable
    - entering the court record during a press of a cross examine statement doesn't show the
        present option
    - set _layering_method stack to make the order of objects be based
         on the time they were added
      set _layering_method zorder (default) to make the order be based on
         each objects z= value
    - set _penalty_script [scriptname] {label} to define a place to go if a penalty
        bar runs out.  Label is optional. Example:
            set _penalty_script penalty     -  Will run "penalty.txt" if any penalty bar
                                                        runs out
            set _penalty_script intro fail    -  Will run "intro.txt" and jump to label "fail"
                                                        if a penalty bar runs out
    - added a screenshot command:
            screenshot [name] {width=} {height=} {x=} {y=} {rwidth=} {rheight=}
        saves a screenshot as [name], make sure to include the .png or .jpg on the end
        [name] is relative to the current game directory
        if you put it in art/fg you can then show it in game
        will resize to width and height if they are listed (they
        must both be listed if one is)
        if x, y, rwidth, and rheight are listed, this is the region of the screen that
        will be in the screenshot


Update is available on pywright downloads.

Tap, you'll be pleased to know the screenshots will now allow your "special feature" to show the actual images on the court record screen, although I implemented it for a totally different reason.

One of the features, relating to character blinking, and being able to better control animations, is somewhat in conjunction with my updating of the characters. I've done the first few rows of AA4 characters from court records, up to Skye, so far. (AA4 characters were the worst). I am using the new separated blink/talk gifs that are available now, rather than the (combined) versions. The (combined) versions do take a little less space, but the talk/blink method seems to be less error prone. Plus, now you can do things like use one talk animation, but make it go to different idle animations, which just wouldn't work with combined.

I am including timing information in these conversions, so they should be much more accurate. I also am trying to pay attention to what needs to loop, what doesn't, what should be blink, and what should just be a one-off animation etc. If I make a mistake, for instance with looping, it's now possible to fix it at runtime. TS was a bit embarassing for me in this regard, although I think the team did a lot to mitigate the lacking artwork.

I'll probably have the rest of AA4 converted by next week. I upload them as I go, so keep watching the character downloads section. If you have a preference of character you need me to do, I can do that first.

I'll get to AAI next :)
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Re: PyWright Case Engine ver 0.970. Blinking. inputbox. aao prepTopic%20Title
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saluk wrote:
Tap, you'll be pleased to know the screenshots will now allow your "special feature" to show the actual images on the court record screen, although I implemented it for a totally different reason.


Yeah, I'm having errors with this "special feature", so check my post on Ace Fancase. I'm really confused :S
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Re: PyWright Case Engine ver 0.971. Update problemTopic%20Title
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0.970 seems to have broken updates. Lol. Get the quick fix!

There is still a chance it might update OK in game. Funnily enough, what broke it was the fix for better resuming.
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Re: PyWright Case Engine ver 0.971. Update problemTopic%20Title
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Why won't my PyWright Engine update? i'm stuck in 0.94.
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HERE COME DAT SPIRIT MEDIUM!
Re: PyWright Case Engine ver 0.971. Update problemTopic%20Title
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jaydrick0620 wrote:
Why won't my PyWright Engine update? i'm stuck in 0.94.


You need to download Pywright again because a lot changed. It is impossible to use the updater to update from 0.94 to 0.971.
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Re: PyWright Case Engine ver 0.971. Update problemTopic%20Title
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Some small graphical things were bugging me, so I changed them. Line numbers are in the parentheses, and are for the core.py of .973. (or .971? The version I got from the updater says .973, but the changelog and topic title says .971, so I'm not really sure....)

Either way, they probably won't match up for Saluk. They're in evidence_menu's draw and draw_ev_zoom functions, for convenience's sake.

(3200-3203) Make profile/evidence button capitalized:
Code:
        if vtrue(assets.variables.get("_evidence_enabled","true")) and vtrue(assets.variables.get("_profiles_enabled","true")):
            dest.blit(arial14.render(
                {"evidence":"Profiles","profiles":"Evidence"}[self.item_set],1,[255,255,255]),
                [x+int(assets.variables["ev_modebutton_x"]),y+int(assets.variables["ev_modebutton_y"])])


(3286) Make evidence description text white (it looks better in both DS and GBA mode):
Code:
            tb = textblock(icon.desc,[tbpos[0],tbpos[1]],tbsize,[255,255,255])
Re: PyWright Case Engine ver 0.971. Update problemTopic%20Title
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is it possible for me to replace the white examination... bar thing, with the blue one?
Sig.
Re: PyWright Case Engine ver 0.971. Update problemTopic%20Title
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I'm assuming you're talking about the crosshair? Go into core/core.py, and then go to line 2706. You'll see a block like this:
Code:
        if vtrue(assets.variables.get("_examine_showcursor", "true")):
            pygame.draw.line(dest,[255,255,255],[0,my],[self.mx-5,my])
            pygame.draw.line(dest,[255,255,255],[self.mx+5,my],[sw,my])
            pygame.draw.line(dest,[255,255,255],[self.mx,other_screen(0)],[self.mx,my-5])
            pygame.draw.line(dest,[255,255,255],[self.mx,my+5],[self.mx,other_screen(sh)])
            pygame.draw.rect(dest,[255,255,255],[[self.mx-5,my-5],[10,10]],1)


Change all the [255,255,255]s with whatever color you want. It's in RGB, so [255,0,0] would be some hideous red, [0,255,0] would be some hideous green, [0,0,255] would be some hideous blue, and so on.
Re: PyWright Case Engine ver 0.971. Update problemTopic%20Title
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I hate Klaviema >_>

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Of course if you distributed your game or updated Pywright it wouldn't appear blue, so keep that in mind.

In fact a skinnable crosshair would be pretty cool.
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Re: PyWright Case Engine ver 0.971. Update problemTopic%20Title
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Noted. Thanks for the skin suggestions too BigFish! I've been a bit busy lately, but will come back to PyWright stuff soon hopefully.
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Re: PyWright Case Engine ver 0.973. PyMagine 1.0 coming soon!Topic%20Title
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I've decided to enhance the engine in an interesting and surprising direction! Check the first post and website for details.
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Re: PyWright Case Engine ver 0.973. PyMagine 1.0 coming soon!Topic%20Title
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I hate Klaviema >_>

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OMG Babyz Fashion is my favorite game ever I love you saluk.
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Re: PyWright Case Engine ver 0.973. PyMagine 1.0 coming soon!Topic%20Title
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Ahh...Coffee...

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Oooo, support more games. I look forward into seeing more of this!
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Click my sig to see my YouTube channel! AA music is found here!
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Re: PyWright Case Engine ver 0.973. PyMagine 1.0 coming soon!Topic%20Title
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Let's do this!

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Aw, I was hoping for some crazy DS game making thing. :sadshoe:
Winning is all that matters!
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Re: PyWright Case Engine ver 0.973. PyMagine 1.0 coming soon!Topic%20Title
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Quick Question: Is it possible to loop a background the same way you would with music? For my super perceive, I need to loop a background...

Eg.

bg perceiveintro
set _background_loop perceiveloop

Is this possible in Pywright or should I try and use pauses to mimic a loop?
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Re: PyWright Case Engine ver 0.973.Topic%20Title
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Yeah there is nothing built-in like that. You can use pause or make a timer that switches to the looping background at the right time, depending on how much else besides the background is going on. (Might need the timer if the pause would interfere with another animation).
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Re: PyWright Case Engine ver 0.973.Topic%20Title
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Yeah, it was an odd question. Who would have thought of looping animated backgrounds? :P
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Re: PyWright Case Engine ver 0.973.Topic%20Title

Thanks... But I dont get the point.

I CANT make anything. Only Download and Play games. Please give me futher instructions how to make cases.
Re: PyWright Case Engine ver 0.973.Topic%20Title
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Oh my god, you're back.
Erm..what do you mean? If you want to make games, then you need to script them. Have a look at the examples in the Games folder ;)
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Re: PyWright Case Engine ver 0.973.Topic%20Title

As An Example I have 'Checkmate and Turnabout' downloaded.

In that folder there are maps called: art,music,sfx,and at all: Checkmate and Turnabout. Also 2 files which are probably not necessary to check.
Inside the Checkmate And Turnabout map are .txt files all over + 1 Macro file: newmcro.mcro.

I'd better show A screenshot of the reason why I Cant make games...
There isnt any Easy button to make one. (Which it REALLY should need.)
I'm not good at technical stuff as scripting the game..
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Ps. Yes,I'm back......For now.

Edit:

Unbeleavable how bad my spelling was.

Also,without the Case maker it is useless...
Re: PyWright Case Engine ver 0.973.Topic%20Title
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I'd say

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Guest wrote:
I'm not good at technical stuff as scripting the game...


Then why are you here?
Re: PyWright Case Engine ver 0.973.Topic%20Title
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Ceres wrote:
Guest wrote:
I'm not good at technical stuff as scripting the game...


Then why are you here?


Guest wrote:
Please give me futher instructions how to make cases


I have a feeling he is looking for a tutorial of sorts.

It seems to be incomplete.
Re: PyWright Case Engine ver 0.973.Topic%20Title
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Guest is here looking for help, so he has all the right to be here, Ceres.
It isn't because he doesn't know that he can't learn. Everyone can improve their knownledge.

You don't need to be so "nice" like that.

(sorry saluk for posting here, but I needed to).
PWLib 1.2 Under Development

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Re: PyWright Case Engine ver 0.973.Topic%20Title
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Guest- It's hard to give help since there isn't actually a tutorial for Pywright. However, one is in the works on the Pywright website. It is being compiled by StBacchus, saluk, matx and Dougidog...if I remember correctly.

You can check the doc file on the Pywright folder for details or just check the scripts in the downloaded games and see how they organize everything. It's pretty simple once you check everything out and then refer to it when you make your own case :)

EDIT: Damn you OniXera for posting that link before me!

EDIT Again: The link OniXera posted is for an incomplete tutorial. There is a new one in the works. You can check the forums for more details on the Pywright site.
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Re: PyWright Case Engine ver 0.973.Topic%20Title
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Tap wrote:
Guest- It's hard to give help since there isn't actually a tutorial for Pywright. However, one is in the works on the Pywright website. It is being compiled by StBacchus, saluk, matx and Dougidog...if I remember correctly.

You can check the doc file on the Pywright folder for details or just check the scripts in the downloaded games and see how they organize everything. It's pretty simple once you check everything out and then refer to it when you make your own case :)

EDIT: Damn you OniXera for posting that link before me!

EDIT Again: The link OniXera posted is for an incomplete tutorial. There is a new one in the works. You can check the forums for more details on the Pywright site.


Lol.

*Oni mentioned that*
Re: PyWright Case Engine ver 0.973.Topic%20Title
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I'd say

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KSA_Tech wrote:
Guest is here looking for help, so he has all the right to be here, Ceres.
It isn't because he doesn't know that he can't learn. Everyone can improve their knownledge.

You don't need to be so "nice" like that.

(sorry saluk for posting here, but I needed to).


Don't try to white-knight around here.
With your track record, it's ridiculous.

If you have personal problems with me, then keep it to pm.
Re: PyWright Case Engine ver 0.973.Topic%20Title

Err..This Whole Questions gets a big change from Helping to Argueing. (KSA v Ceres)
So I think I should stop trying to make my own game.. SIGH.

You may have recognized but I returned. Specefic reason: Trying to make a game.
But Instead of getting to make one; I have another failure to make one.
:guilty:


BUT,I'm not sinking to MechaBowser's Awefull Maker,I wont use that. :uramidn:

But,is the Scripting section done? I'm not sure about that because I dont want to end up on a dead-end.

I wish for a world that has PW editors with Easy-to-use buttons. Sorry to say but in that way MechaBowser's was better in with his /\.

Again,sorry to mention it.
Re: PyWright Case Engine ver 0.973.Topic%20Title
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I won't reply to that to avoid taking the topic out of place.

You shouldnt stop on making your game, Guest.
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Re: PyWright Case Engine ver 0.973.Topic%20Title

I wish not to do.
I'll try,but to tell the truth:
I hate PyWright!!! ITS USELESS!!! IF IT WASNT ALL THIS IDIOTIC CAUSES WITH SCRIPTING I HAVE MADE A COOL CASE!! :fire:

>_> Why not a simple thing..
I am serious,I'd have made a case if it wasnt PyWright that can only get me to Play 100% Slow-Text Cases.. :fire:

Sigh...Where is the Brilliance of someone that can make a awesome casemaker...(like MechaBowser's,sorry to say guys,althrough MechaBowser's was also bad! 1/2 good,1/2 bad,Positively.) :phoenix:

*Deep sigh* Come on,help me out. I hope there will be a simple V1.0 soon..


Sorry for my angryness..
Re: PyWright Case Engine ver 0.973.Topic%20Title

Two more games coming up soon

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Guest wrote:
I hate PyWright!!! ITS USELESS!!! IF IT WASNT ALL THIS IDIOTIC CAUSES WITH SCRIPTING I HAVE MADE A COOL CASE!! :fire:

> Yes, with your superb writing and spelling skills, as well as your ability to overcome difficulties, you would certainly have made a classic. Such a shame that a brilliant creator like you was stopped in his ambitions by a few lines of basic scripting.
Creator of Apollo Justice Case 5: Turnabout Substitution: Trailer - Download
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Re: PyWright Case Engine ver 0.973.Topic%20Title
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1000% Knight

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Joined: Tue Jun 17, 2008 2:06 pm

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Frenchy here has proved that PyWright is a perfectly capable casemaker, and even if you don't like coding, it's not like Frenchy has done all of Turnabout Substition himself; you could ask for help. And there's nothing wrong with scripting. While it may seem like more work than necessary, it gives the case creator a much greater degree of control of the mechanics of the case.


But if you still want to get your "COOL CASE" out, use AAO.
Image
Credit to Evolina for the sig+avatar!
Re: PyWright Case Engine ver 0.973.Topic%20Title
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Gender: None specified

Rank: Medium-in-training

Joined: Sun Jun 24, 2007 6:19 pm

Posts: 449

Quote:
Sigh...Where is the Brilliance of someone that can make a awesome casemaker...(like MechaBowser's,sorry to say guys,althrough MechaBowser's was also bad! 1/2 good,1/2 bad,Positively.) :phoenix:

Yeah, as said, use AAO: http://aceattorney.sparklin.org/
And Saluk is even in the process of writing a converter that will turn those cases into PyWright cases, so it's not like you're going to lose the ability to play them on the desktop. Don't complain that it isn't easy enough, too; I found it to be easier to use than MechaBowser's back when most of the UI was still in French.

If that's too difficult, you could always try writing a script, posting it, and then hoping someone adapts it into a case.
Re: PyWright Case Engine ver 0.973.Topic%20Title

Thanks guys. It helped me out,especially the AAO.
Re: PyWright Case Engine ver 0.973.Topic%20Title
User avatar

Gender: Male

Location: Melbourne, Australia

Rank: Ace Attorney

Joined: Thu Oct 08, 2009 10:56 am

Posts: 1371

saluk, I've got a problem with a command. I don't understand how to get it to work. Basically, I'm trying to use fail=x as a substitute for label none because I already have it for an incorrect objection during a cross-examination. However, when I test it, I can't seem to get it to work. I think I've put fail=x on the wrong line, so can you tell me where it is off?

Here is the code for when you examine the photo.

Code:
label examinephoto
set _examine_showbars   
bg case1/crimephoto
examine hide 
region 16 156 20 12 contradictioninema
fail=x


By having fail=x, does that mean that the incorrect region has to be labelled fail=x or x? I tried both but it didn't work, probably because I have it on the wrong line...
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Re: PyWright Case Engine ver 0.973.Topic%20Title
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Apollon Flame

Gender: Male

Rank: Ace Attorney

Joined: Sun Oct 05, 2008 10:14 pm

Posts: 1638

So I was wondering if the talk of a PyWright tutorial is true?
A King

in name


alone...
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