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Re: PyWright Case Engine ver 0.9861Topic%20Title
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Ooops, nevermind, solved it. Use it like this: copy the court_record_vars.txt from the core folder and put it into your case folder. Then, open it up and put this under:

Code:
[....]

set ev_mode_bg_evidence general/evidence
set ev_mode_bg_profiles general/evidence
set ev_mode_bg_[thirdpagename] general/evidence <- (Right here.)

[...]


And then open up your intro.txt and put this at the top:

Code:
include court_record_vars.txt

That one guy from AAO that made about a dozen cases that all kinda go off the deep end and fall apart at one point or another.
Re: PyWright Case Engine ver 0.9861Topic%20Title
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Nice fix! Yeah the custom pages are something I kind of stopped testing after a while. Neat that you are using it!
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Re: PyWright Case Engine ver 0.9861Topic%20Title
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Yeah, I kind of realized an interesting feature that can come out of them.... If you use them correctly, that is. :phoenix:
That one guy from AAO that made about a dozen cases that all kinda go off the deep end and fall apart at one point or another.
Re: PyWright Case Engine ver 0.9861Topic%20Title
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Sorry for the double post but - reporting another bug... And yes, it's concerning the evidence pages... again.

Whenever the game is saved WITH a piece of evidence on the custom evidence page, the game, when loaded; adds it under the 'Evidence' page instead of the one specified. I have not found a fix for this, so...yeah. :lana:

Is there any way to fix this?
That one guy from AAO that made about a dozen cases that all kinda go off the deep end and fall apart at one point or another.
Re: PyWright Case Engine ver 0.9861Topic%20Title
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Hi, saluk! I'm nearing the completion of my little project I'm working on, and one part of the comments I received back on it was the redundancy of the second half of the user interface, aka the bottom screen. Is there any way to configure the game and PyWright to work so that the screen's default size is 256 x 192 and not 256 x 384? I looked in the .doc, but there was nothing there. Resizing manually doesn't seem to work as it automatically scales back into 256 x 384 format if you try and reduce its size...

On a minor note, have you disabled the commands for quicksave and loading in the latest versions of PyWright? I can't seem to get the function to work anymore, but I think it might be my laptop. The function keys configured to my laptop seem to override any functions from PyWright, if that makes any sense... :?

Also a minor bug I've noticed: In the "gui Button <title> x={n} y={n} graphic={graphic} name={name}" command, I've found that a converted .gif to .png sheet won't run. It'll remain a still graphic as PyWright will only display the first frame of the sheet. It works perfectly for whenever I call the graphic with the fg, ev, bg and char commands.
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Re: PyWright Case Engine ver 0.9861Topic%20Title
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Quote:
Whenever the game is saved WITH a piece of evidence on the custom evidence page

Thanks for reporting this, I'll take a look. Not sure if there is a workaround at the moment.

Quote:
Also a minor bug I've noticed: In the "gui Button


Ah yes, I think buttons have their own graphic drawing code, so don't hook into the animation systems.

Quote:
the redundancy of the second half of the user interface

What you want is to tell pywright to only use the top screen, not mess with the resolution. The resolution defines how big the graphics are rendered. All you have to do is press escape, go to display, and toggle the dualscreen option. Unfortunately this is engine-wide rather than game-wide, and some games will not work in single screen (they have custom interfaces on screen 2 etc). Also, when you publish your game to android (still pending) it only supports single screen mode.

I do tend to play most of the games in single screen mode, it feels better on a computer, especially in fullscreen :)

Quote:
On a minor note, have you disabled the commands for quicksave and loading in the latest versions of PyWright? I can't seem to get the function to work anymore, but I think it might be my laptop. The function keys configured to my laptop seem to override any functions from PyWright, if that makes any sense... :?


I haven't disabled them, no. If the function keys aren't working for you, you can always press escape, go to saves, and use the save game button there. I am planning on adding key remapping at some point soon.


Thanks for the comments, and sorry for my slow slow slow development at the moment.
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Re: PyWright Case Engine ver 0.9861Topic%20Title
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saluk:

gui Button: Oh, I see. I've stacked the .png/.gif behind the command with the "ev" line as well, so I'll rely on this 'fix' since the animation systems are different, as you said.

Resolution: I just tried it out, and I can't believe it's actually that simple. I looked through the display menu and toggled with the options earlier, but I couldn't figure it out. The one option I didn't try was unticking "dual screen" which in my ignorance, I thought it couldn't be unticked... :P

Save: Again, I'm surprised I've overlooked a lot of these details. I didn't even realise that there was a save and load button in the display/save menu. Thanks for that! :phoenix:
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Re: PyWright Case Engine ver 0.9861Topic%20Title

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I have a question. I'm using PyWright version 0.986, and I have a bug when loading save files from my case.

I receive the error "ValueError: invalid literal for float(): Store". I'm using a Mac by the way. Much help would be appreciated, seeing as I can't load any save files from my game.
Re: PyWright Case Engine ver 0.9861Topic%20Title
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Is it only your case? (Save/load works fine from other cases)

Mac shouldn't matter.

If you can, posting the case for me to download (along with the saves) will help me figure out the problem quickly. Posting your lastlog.txt might help as well.
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Re: PyWright Case Engine ver 0.9861Topic%20Title
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Previously Cardiovore

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Hey saluk, I was wondering if you could help with something.

I'm trying something for an experiment: I want to use the penalty bar as a countdown timer. I've been able to do this with a macro (I've even had the timer start flashing when the countdown is low), but is there any way I can have the timer keep running whilst a cross-examination goes on? And then to stop the timer when the correct evidence is presented? Just as an attempt I tried the nowait command in many different ways, but nothing.

Thanks.
Phoenix Wright: The Contempt of Court
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Re: PyWright Case Engine ver 0.9861Topic%20Title
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Yes Cardiovore, you will want to use the "timer" command to schedule a macro to be run at repeated intervals:

Code:
macro updatetimer
... your penalty bar update controls here
is stop_updating_timer stoptimer
timer 60 updatetimer
label stoptimer
endmacro


And then call the macro when you want to start the timer running, and then "setvar stop_updating_timer 1" to stop it updating. Timers will always run no matter what the interface is doing. I'm pretty sure they are cleared away when a new script is run. If you need it to carry across scripts, just make sure to run 'updatetimer' again on each script that requires it.
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Re: PyWright Case Engine ver 0.9861Topic%20Title
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I just updated most of the game downloads on the official website to their latest versions.

Games updated:

Contempt of Court - updated through haunted turnabout
Trials after Justice - latest version compatible with latest PyWright release
Terezi Pyrope: Ace Attorney - not sure if this game has ever been shown on court-records. It's based on the mspa.com homestuck world, and it's very odd :P
Downfall to the Turnabout - first part of the first case
Conflict of Interest: rogue turnabout - latest version with first two parts of the case.

Most of these downloads have been available on these forums already, but never packaged in the official downloads. Contempt of Court was never released as a combined download with both cases at once, so this is a slight improvement but only if you haven't played it before. And the Terezi Pyrope game hasn't been released here before I don't think. Also, some of the downloads for some of these games have been lost on megaupload or other weird download links so it's nice to have everything in one place. You can download from here: http://pywright.dawnsoft.org/updates3/gamelist.html or from within PyWright.

It would be cool if authors of these games could find and post the link to their game in their own forum as an alternate link, just to keep things available. You never know when rapidshare or whatever other service might just vanish of the face of the earth :(
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Re: PyWright Case Engine ver 0.9861Topic%20Title
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saluk wrote:
It would be cool if authors of these games could find and post the link to their game in their own forum as an alternate link, just to keep things available.


Done.
Re: PyWright Case Engine ver 0.9861Topic%20Title
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Previously Cardiovore

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Me too. :phoenix:
Phoenix Wright: The Contempt of Court
FULL GAME AVAILABLE
Re: PyWright Case Engine ver 0.9861Topic%20Title
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What am I Prosecuting fooooooor!?

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Same here. :butzthumbs:
Re: PyWright Case Engine ver 0.9861Topic%20Title
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Thanks :)
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Re: PyWright Case Engine ver 0.9861Topic%20Title
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Back in Business

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Hey, I just wanted to know something.
Is the AAO converter still being worked on?
Or did you stop it?
If you did stop it, do you know where I can find a PyWright tutorial?
I'm kind of noob at these thing :edgeworth:
Re: PyWright Case Engine ver 0.9861Topic%20Title
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Hi! I've read on the website that an android version is being developed.

Is this still going on?

Thanks!
I used to have Sam Waterston as my avatar but photobucket added a watermark and also Law & Order has been cancelled for 10 years so it's time for me to move on.
Re: PyWright Case Engine ver 0.9861Topic%20Title
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The man who decides the verdict

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ADA McCoy wrote:
Hi! I've read on the website that an android version is being developed.

Is this still going on?

Thanks!


Perhaps you should contact Saluk directly.
Check his profile for his contact information.
Re: PyWright Case Engine ver 0.9861Topic%20Title
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HEARTC☆RE

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Can somebody please help me?

I'm trying to have Jake Marshall at the Detention Center, but his sprite covers the background - so intead of him looking like he's INSIDE the room, he appears OUTSIDE it, as the bottom of his sprite covers the bottom of the Center. Can somebody please tell me how I make the bottom of the Center cover the bottom of his sprite? Thank You!
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Re: PyWright Case Engine ver 0.9861Topic%20Title
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Use this after the 'char' command:

Code:
fg detention

Well, if you're using the old Detention Center bg. If you're using the new one:
Code:
fg detention_apollo

That one guy from AAO that made about a dozen cases that all kinda go off the deep end and fall apart at one point or another.
Re: PyWright Case Engine ver 0.9861Topic%20Title
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HEARTC☆RE

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^Thank you so much! :redd:

EDIT: How do you make the Examine/Talk/Present/Move buttons appear and make them functional?
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Re: PyWright Case Engine ver 0.9861Topic%20Title
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Oh boy, this is going to take a while. Alright, first start off by making a script like this:

Code:
[insertscenenamehere]menu.script


[insertscenenamehere] is the scene name. Again, this depends on how far you're down the line.
In it, you should set the music and the background the investigation panel should contain. It's completely up to you. Then, at the very end of the script, place this:

Code:
menu [namehere]


[namehere] is the name of the investigation panel you're going to be using when referring to it. (EX. Scene1Jake, Scene4Ema, etc., ect.)

Then, proceed to make four text files:
Code:
[namehere].examine
[namehere].talk
[namehere].present
[namehere].move


Their function is just what it looks like. When running the script, you should have four investigation buttons. Naturally, you'll have to set up each of the script individually. For example:

The Examine script:
Code:
label top
bg (backgroundnamehere)

examine
region 2 40 35 122 door
bg courtlobbyedgeworth
bg main stack y=192
menu [namehere]

label door
char Apollo hide
"Wow, that's a big door!"
goto top

label none
"Nothing here."
goto top


So let me explain this code. We made a 'top' label so that we can always return back to the examine screen (In other words, have the player go back to the examine screen). The 'examine' function does just that - it runs the examine script. The 'region' function contains information regarding what spot on your background the player can click. In this case it would be:

Code:
region 2 40 35 122 door
2 -> x
40 -> y
35 and 122 -> the dimensions of the square which goes from left to right and starts on the x,y coordinates you specified above. This specifies the are which the player can click.
door -> the label the script will jump to when the player clicks the spot.


The menu [namehere] is very important, since it tells the script to go to the investigation panel once the player clicks back.
If the player selects anything but the specified regions, the script will jump to the 'none' label. NOTE: The 'none' label should ALWAYS be the last label in the script.

The 'move' and 'talk' options are nothing more than lists and they go something like this:

Talk:
Code:
label top
bg (backgroundnamehere)
char (charnamehere)
set _list_back_button true

list listname
li The Topic
showlist
menu [namehere]

label The Topic
char Apollo hide
"Blah blah blah. Just get it over with, will you?"
goto top


Move:
Code:
label top
bg (backgroundnamehere)
char (charnamehere)
set _list_back_button true

list listname
li Park
showlist
menu [namehere]

label Park
char Apollo hide
"Time to go to the park!"
script scenepark


Again, you can probably figure out the functions. It's essentially the same as the previous one.

And finally, the present option which goes something like this:

Code:
label top
bg (backgroundnamehere)
char (charnamehere)

present
menu [namehere]

label badge
char Apollo hide
"This is my badge!"

label none
char Apollo hide
"Sorry, I don't know anything about this."



Again, same principle. The name of the label should be the name of the evidence you specified in your 'evidence.txt'.

That's all, I think. I hope it helped! :)
That one guy from AAO that made about a dozen cases that all kinda go off the deep end and fall apart at one point or another.
Re: PyWright Case Engine ver 0.9861Topic%20Title
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HEARTC☆RE

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^Thank you so very much!
One (last) question - how do you hide a talk conversation so that it only appears when the last one has finished?
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Re: PyWright Case Engine ver 0.9861Topic%20Title
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I think it's:

Code:
label top
bg (backgroundnamehere)
char (charnamehere)
set _list_back_button true

list listname
li The Topic
noflag topic2unlocked topic2skip
li Hidden Topic
label topic2skip
showlist
menu [namehere]

label The Topic
char Apollo hide
"Blah blah blah. Just get it over with, will you?"
setflag topic2unlocked
goto top


But I can't say for sure, sadly. :udgy:
That one guy from AAO that made about a dozen cases that all kinda go off the deep end and fall apart at one point or another.
Re: PyWright Case Engine ver 0.9861Topic%20Title
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HEARTC☆RE

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^That doesn't work, unfortunately...

EDIT: I figured it out:

Code:
flag topic1complete hidden1

list none
li What Happened?
bg {insert here}
char jake
showlist
menu{insert name}

label What Happened?
bg {insert here}
char jake
"I'm so bored."
setflag whdone
goto top

list hidden1
li Decisive Evidence
showlist
bg {insert here}
char jake
menu Scene2Jake

label Decisive Evidence
bg {insert here}
char jake
"Evidence sucks. Pressing is where it's at!"
goto top

However, this removes the previous conversation; so with this example, after finishing the 'What Happened', you can do the 'Decisive Evidence' conversation, but cannot go back to the 'What Happened' conversation.



EDIT: When the panels Examine/Talk/Present/Move panels come up, there's no character - so it's just the background. However, if you click one of the buttons, the character appears. Any help, please?
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Re: PyWright Case Engine ver 0.9861Topic%20Title
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HEARTC☆RE

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How do I insert Pysche Locks? I've been looking but I don't know how to...
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Re: PyWright Case Engine ver 0.9861Topic%20Title
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HEARTC☆RE

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Can someone help me? I've managed to get the chains of the Psyche-Locks, but how do I get the locks themselves appear?
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Re: PyWright Case Engine ver 0.9861Topic%20Title
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I strongly suggest looking in the 'Turnabout Scapegoat' script for reference. ('scene4snowpsyche1, etc.).
Here's what's written there:

Spoiler: Saving Space
Code:
bg 3-chain-bg
char Snow e=normal
sfx /psyche-chains.wav
fg lockchains-3 name=3chains
"{s 80 5}{next}"
pause 20
"{sfx /owned.ogg}{f}{next}"
fg psychelocks/lock y=35 name=lock1
pause 1
"{sfx /owned.ogg}{f}{next}"
fg psychelocks/lock x=-95 y=-15 name=lock2
pause 1
"{sfx /owned.ogg}{f}{next}"
fg psychelocks/lock x=95 y=-15 name=lock3
pause 70
nt


Naturally, this is for three psyche-locks. You'd need up to set this custom stuff yourself.
Code:
fg lockchains-3 name=3chains
"{s 80 5}{next}

^That's for the animated chains foreground. Everything below that are psyche-locks appearing.

If you want to break the locks:
Code:
sfx lockbreaks.ogg
delete name=lock2
fg 1-lock-breaks x=-115 y=-45
pause 30

^That's for breaking the psyche-lock labeled as 'lock2' in the script above.


Credits to Cardiovore for the script.
That one guy from AAO that made about a dozen cases that all kinda go off the deep end and fall apart at one point or another.
Re: PyWright Case Engine ver 0.9861Topic%20Title
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HEARTC☆RE

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^Thank you!
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Re: PyWright Case Engine ver 0.9861Topic%20Title
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The world ends with you

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Is it possible to include a video in a game? Like in Ace Attorney case 5 or AJ case 2?There was folder "video". Can you give me some instruction on it, example or something?
Re: PyWright Case Engine ver 0.9861Topic%20Title
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Well - yes, it is possible, but it's quite unstable. The video also doesn't have any audio (which means you'll have to set it manually to go alongside the video).

Code:
movie [name]

^The function you want. Keep in mind in has to be a .mpeg file. The file also has to be in the 'movies' folder of your game folder.
That one guy from AAO that made about a dozen cases that all kinda go off the deep end and fall apart at one point or another.
Re: PyWright Case Engine ver 0.9861Topic%20Title
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The world ends with you

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Good. Thanks for help.
Re: PyWright Case Engine ver 0.9861Topic%20Title
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Forensic Investigator

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Okay, this may sound like a stupid question, but I'm having a problem with the sprites in my current fancase.

I went in and did some recolors of the default sprites, but now, when those characters appear in scene, they have a black background that overrides the other background. They don't appear to have this black background in anything else I open them in, only when they're run in the game.

Here's the code I'm using, for reference:

Spoiler:
Quote:
char Violet e=crying
char Daniel hide
"{c089}(Oh geez... she's already crying...{n}Not good. Not good.)"
"{c089}(Uuggghh... what should I say to her...?{n}I suck at this 'consoling' thing...)"
"Umm, Violet, right...?"
char Violet e=surprised
sfx Ding
"Y-yes..?"
char Daniel hide
"I, uh,{p 60}{s 20 20}{sfx/Smack} I believe in you!"
"So, uh,{s 20 20}{f}{sfx/Smack} don't be sad, okay?"
char Violet e=thinking
pause 60
char Daniel hide
"{c089}(Oh boy... I blew it, didn't I...?)"


And how the image appears in-game:

Spoiler:
Image


As compared to an unedited sprite:
Spoiler:
Image


And I don't know how the heck this happened. Anybody have any bright ideas?

Also, I've had an issue with pointing out a contradiction in a photograph during a previous trial in an older fancase. I've looked over the code left and right, and can find nothing wrong with the coding I've used, and yet, even when clicking on the proper area to examine, it always registers as a failed examination. I've no idea what the deal is.

And here's that code, if anyone can help with that issue:

Spoiler:
Quote:
label securdemasque ron4

delete name=photo

mus
sfx karlaobjection
fg ObjectionAnim

emo confident name=dc
defense
"Mr. DeLite, if you'll take a closer look at this photo you're clinging to, I'm sure you'll see the contradiction in your own testimony."

emo normal name=jc
judge
"Ms. Wilks, I think it's best if you show us all what it is you're talking about."
"{c090}Show us where the contradiction with Mr. DeLite's testimony arises."

label photocontradict

bg demasquesecurityphoto stack z=3 name=mdmphoto
set _examine_use mdmphoto
examine fail=efail
examine hide
region 145 90 19 17 point_hand

label point_hand

delete name=mdmphoto

sfx karlatakethat
fg TakeThatAnim

emo confident name=dc
defense
"Mr. DeLite, look at this photo."
"What do you see?"

emo sweating name=wc
witness
"I... I see Mask*DeMasque... covered in blood..."
"And he's clutching something in his left hand."

emo confident name=dc
defense
"Bingo."
"And can you clearly see what he's clutching?"
"Because frankly, Mr. DeLite..."
"All I see is {e superobjection}a massive contradiction!"
Re: PyWright Case Engine ver 0.9861Topic%20Title
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Quote:
And I don't know how the heck this happened. Anybody have any bright ideas?

Lots.

1. Did you make sure that the background of the sprite is transparent?
2. Did you make sure you saved in the .png format?
3. Did you create a code for the animation?
4. Did you make sure that you have a 'talk' and 'blink' sprite?


---

As for your other problem...
Try removing the '_' in the label. Found that it does wonders.
I'm not sure if 'set _examine_use' is a a valid argument, to be honest. Try removing it.

That one guy from AAO that made about a dozen cases that all kinda go off the deep end and fall apart at one point or another.
Re: PyWright Case Engine ver 0.9861Topic%20Title
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As to the first concern, yes, I have. In every single photo editing program I open those files in, they appear on a transparent background. And they're all saved in .png format. Since these are just recolors of default sprites, the animation coding remains the same, and there are blink and talk sprites for both of them.

I recolored the sprites in Paint.Net, if that helps to know. But they still appear on a transparent background in everything else. I don't get why I'm having this problem- I used color editing in Paint.Net for custom sprites in my older fancase, and there weren't any problems.

And as to the second concern, I tried using your suggestions for the coding, but that seems to have messed it up even more than it was when I first had it set down. I'm really not sure what to do, because if I can't get so simple a feature to work, I'm unable to do cases of any real quality.
Re: PyWright Case Engine ver 0.9861Topic%20Title
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Hm.... I don't know. Perhaps you could try and sending me the game and I'll try to fix it for you? It's kind of hard to determine the problem when I'm not sure if I have all the information I'm supposed to have.
That one guy from AAO that made about a dozen cases that all kinda go off the deep end and fall apart at one point or another.
Re: PyWright Case Engine ver 0.9861Topic%20Title
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Right. I'll send links to both the old fangame and the one I'm currently working on.
Re: PyWright Case Engine ver 0.9861Topic%20Title

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Hi. While playing Turnabout Substitution, I am encountering a glitch which prevents me from presenting evidence towards the end. I am able to select the evidence, but am not able to present it, and pressing 'X' does not help either. How do I resolve glitch? Thanks!
Re: PyWright Case Engine ver 0.9861Topic%20Title
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What am I Prosecuting fooooooor!?

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With the release of the new Episode for Trials after Justice, I wanted share something with my fellow case makers. A lot of us have always had to rely on each other, and the manuals that are provided for us, to to make up cases for our games. In my case, I just end up banging on the keyboard until I get something right.
In a particular thing during the trial segments, I've never been able to press a statement, and present evidence through said pressing. (Not presenting after a press, presenting while in the pressed conversation.) Now I'm not sure if anyone else was able to figure this out before me, so my apologies if you have.

While I was editing the script i found myself a work around with Gumshoe's third testimony, during the second chapter of Turnabout Daredevils. I wanted to press a statement Gumshoe made and present something through that, but with my caveman knowledge on this stuff, I was always running into a wall. I decided to try and get help from Saluk, but he wasn't around at the time. So I experimented. In the statement:
Code:
"{tbon}{e thinking}The bank teller reached under{n}the counter and started{n}pulling some money out."

I have Phoenix press Gumshoe and they go on with conversation. Then I'll have a branch pop up after:
Code:
list whathap
li How much money result=money
li The gun used result=gun
li Don't ask anything result=nothing
showlist

After you pick one, and you delve in more, you're asked if you want to present or not. Now this is where I got creative. I couldn't do a "label none" since that takes you to a incorrect answer during a regular presenting. Instead, I did this:
Code:
fg answer fade name=answer
present noback

label badge
label magatama
label autopsyreport
label bikekey
label deadphoto
label paycheck
label script
label honor
label helmet
label map
label SUV
label theftphoto
label goldpistol
label maya$
label pearl$
label hawk$
label gumshoe$
label dera$
label manley$
label patty$
label pitstop$
label macintosh$
delete name=answer
fg TakeThatAnimPhoenix

All those labels above are the wrong answer (Well, one of them is the right answer. For the sake of spoilers for my game, I put the right one in for this demonstration.) while the correct label is used to go on to the next script. However, through this trick, I came upon another problem. The game would crash on me and exit. However, again, I found another work around. After you're finished with the wrong answer text, put this at the end of it:
Code:
goto start

You'll be brought back to the beginning of the testimony, and the game wont freeze up on you. :grossburg:

I hope this was some help to the others. And if you've already figured this out, shame on me. I just thought it'd be interesting to share with you all. :phoenix:
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