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Re: The PyWright Casemaker Thread - beta 10.83 out, beta 11 soonTopic%20Title
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AIGE/PWLib Casemaker Developer

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I feel that way. He has things streaming away from a troll (even though his posts sometimes are unreadable).
PWLib 1.2 Under Development

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Re: The PyWright Casemaker Thread - beta 10.83 out, beta 11 soonTopic%20Title
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He is either a troll or looking to pirate the game. You can see it in his posts.
If you put your mind to it, you can accomplish anything!
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Re: The PyWright Casemaker Thread - beta 10.83 out, beta 11 soonTopic%20Title

Hold it!

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DDRKhat wrote:
He is either a troll or looking to pirate the game. You can see it in his posts.


I don't think he is any of those. He is just a 14 year old kid from The Netherlands who is completely clueless -_-' He makes Dutch people like me look bad :P
Re: The PyWright Casemaker Thread - beta 10.83 out, beta 11 soonTopic%20Title
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Troll or no, he doesn't seem to care about getting pywright to work, as in his post he complained about no casemakers working. End of discussion, for now, unless he has more to say that could potentially lead to a solution to the problem, if there is one :)
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Re: The PyWright Casemaker Thread - beta 10.83 out, beta 11 soonTopic%20Title
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Hey, I have been having trouble getting this to work on a mac. I've installed everything and when I first start it, it works as long as my internet connection is turned off, but if I let it "update to 10.84" I am unable to get past the game selection menu. I get this message:

Code:
Traceback (most recent call last):
  File "core/libengine.py", line 1337, in make_screen
    import gl
  File "core/gl.py", line 2, in ?
    import OpenGL.GL as og
ImportError: No module named OpenGL.GL
NO OPENGL!  Switching to software rendering.
Traceback (most recent call last):
  File "/Users/mom/Desktop/PyWright/PyWright.py", line 4, in ?
    libengine.run()
  File "core/libengine.py", line 1400, in run
    for evt in pygame.event.get():
  File "core/libengine.py", line 1435, in run
    newengine()
  File "core/libengine.py", line 1539, in run
    assets.cur_script.handle_events(pygame.event.get([pygame.MOUSEMOTION,pygame.MOUSEBUTTONUP,pygame.MOUSEBUTTONDOWN]))
  File "core/libengine.py", line 193, in handle_events
    gui.widget.handle_events(self,n)
  File "core/gui.py", line 100, in handle_events
    elif evt.type == pygame.MOUSEBUTTONUP and evt.button == 1:
  File "core/gui.py", line 73, in event
    return True
  File "core/gui.py", line 73, in event
    return True
  File "core/gui.py", line 73, in event
    return True
  File "core/gui.py", line 79, in event
    def handle_events(self,evts):
  File "core/gui.py", line 393, in click_down_over
    txt = self.font.render(self.text,1,self.textcolor)
  File "core/libengine.py", line 1287, in _play_game
    chars = assets.get_char_list(gamedir)
AttributeError: 'Assets' object has no attribute 'get_char_list'
Alex-Watanabes-Computer:~/Desktop/PyWright mom$
Re: The PyWright Casemaker Thread - beta 10.83 out, beta 11 soonTopic%20Title
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Doesn't sound like a mac problem, the autoupdater can't update the main binary while its running, so when trying to play after the update, it is a mix of new and old files. On my system, after the auto-update, and getting the error you did, if I open it up again it skips the update and works OK. If it still doesn't run, try running updater.exe when pywright is not open, going to update pywright, selecting the latest, and downloading that by itself.

However, it's possible the update stuff doesn't quite work as it should on a mac, as I don't have one to test on. In that case, use this 10.82 source download: http://pywright.dawnsoft.org/PyWrightSrc_beta10.84.zip
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Re: The PyWright Casemaker Thread - beta 10.84 out, beta 11 soonTopic%20Title
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Thanks for the help!
But now I'm always getting this message (even from the one you provided above):

Code:
Last login: Wed Feb 11 18:12:50 on ttyp1
cd '/Users/mom/Desktop/PyWright/' && '/usr/local/bin/pythonw'  '/Users/mom/Desktop/PyWright/PyWrightWelcome to Darwin!
Alex-Watanabes-Computer:~ mom$ cd '/Users/mom/Desktop/PyWright/' && '/usr/local/bin/pythonw'  '/Users/mom/Desktop/PyWright/PyWright.py'  && echo Exit status: $? && exit 1
Traceback (most recent call last):
  File "/Users/mom/Desktop/PyWright/PyWright.py", line 3, in ?
    from core import libengine
  File "core/libengine.py", line 41, in ?
    from core import *
  File "core/core.py", line 949
    img = property(lambda self: self.cur_sprite.img if hasattr(self,"img") else None)
                                                     ^
SyntaxError: invalid syntax
Alex-Watanabes-Computer:~/Desktop/PyWright mom$
Re: The PyWright Casemaker Thread - beta 10.84 out, beta 11 soonTopic%20Title
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PyWright currently only supports python2.5. Since everything else seems to work so far (graphics etc), it should work on your version though, if I make a few minor adjustments. I can install python2.4 and see if I can work up a python2.4 compatible version as soon as possible. It shouldn't be too difficult (there is not much different between the two python versions). I know on mac it can be irritating to change python versions, but the other solution is to upgrade python (which means installing all of the dependencies again too).

Edit:
Here is a python2.4 compatible core.py file:
core.py
Download it, and overwrite the file core.py in PyWright/core/

Let me know if it works and I'll patch it into the main download for anyone else in the same situation.
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Re: The PyWright Casemaker Thread - beta 10.84 out, beta 11 soonTopic%20Title
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Hmm...according to the application folder, I'm already using Python 2.5, but it works now with the 2.4 core. Thanks!
Re: The PyWright Casemaker Thread - beta 10.84 out, beta 11 soonTopic%20Title
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I ported the python 2.4 update into all of the source downloads now. If PyWright already worked for you, no need to do anything.

If you are on a mac or linux, and have had trouble running it, try the new source download:
PyWrightSrc_beta10.84.zip

I have also ran all 286 tests for beta11 from python2.4 and made changes there, so future versions of PyWright will work as well.

Progress on Beta 11:

AADS and pwlib are both adding unicode support - so I guess I have to too. It loads unicode just fine, and renders unicode correctly if the font has the right information, the hard part is that unicode fonts can have many characters so generating a texture that supports all characters possible, is silly. There will probably be a converter from ttf to texture that has to be run on fonts before they work. But yes, unicode is working. (halfway)

Events - mouse click, mouse release, mouseover, and update events are all working. You can bind an event to an action, which is either running some code, or jumping to a label. The interfaces are built in wrightscript on these events. Update events can be used for animation - the action will be run on each frame. The scroll command just adds an "update" event to an object, telling it to move a little bit on each frame. Keyboard events are the only thing missing, and they might not be in the first release of 11, which is funny, since in the first pywright, it was the mouse that was missing. (Mostly done)

Opengl or software rendering - 3d accelerated mode and software rendering mode can be toggled while the game is running. You won't have to edit display.ini any more. If the game is running to slow, you don't have to stop it to switch modes and see if you can get it running better. Opengl mode runs much smoother for me than in software, and the memory consumption has plumetted. With opengl I get around 20mb of memory utilization most of the time. However, on some machines, software mode might still be a better way to go. (Fully working)

3d objects - why bother with opengl if there aren't any 3d objects? 3d object code hasn't changed much from beta 10, but I have added pick support to detect clicking on different parts of the object. It works by detecting the polygon you pick, and there will be a tool to assign regions to 3d objects for your code. There will also be an emulation mode available to display 3d objects without opengl, although I'm not sure if this will be in the first beta 11 release. Hopefully the success rate of running the opengl mode will be higher than it was previously. (Fully working, no tool yet)

Selections - beta11 supports running code on selections of objects rather than only allowing one object at a time. This is helpful for delete especially, because with custom interfaces or cutscenes you generally want to delete several objects at once. There are also groups, so you can add any object to a specific group making it easier to manage several objects at once without having to remember all of their names. Deleting all of the foreground objects becomes as simple as "delete fg". (Fully working)

Fonts - you will be able to choose fonts for all text items, and add your own fonts. (Fully working).

Files - wrightscript in beta 11 will have some form of file support. At the least it will be able to load data from a few defined file formats, and test the filesystem for whether files exist or not. You will be able to do things like, go through each file in a directory and do something with it (load all characters from a directory? Run all scripts found in a directory? Run all scripts with a certain name, etc) This is currently used for the game/case selection code. (experimental)

Layout - beta 11 will come with 4 builtin layouts, which can be edited by users or game authors to make custom skins. The current layouts that will be included are: ds skin with 2 screens, gba skin with 1 screen, skinless with 2 screens (like beta 10 2 screens), and skinless with 1 screen (the default view from all previous versions). (Only one skin finished, programatically changing layout is currently working, loading a defined skin is not yet implemented)

Audio - audio support will be generally the same as it was in beta 10, although there will be a placement effect to simulate sound coming from different areas on screen (using stereo and volume). You will also have a little more control over the playlist. (barely started)

Tools - there will be several tools to help with creating stuff included with beta11, ironically the editor wont be included. I think it's better to start with small things that can be assembled into a good editor later, instead of a big editor that doesn't do much. Current tools planned: 3d face chooser/model viewer, sprite creator, and examine screen layout editor. I'm open to ideas for other tools that may help, but I'm not sure how many of these I will get to before I want to release beta 11 anyway. I may save the tools for afterward. (Not started)

Interfaces - Lists are done, menu, cross examine, and court record are only partly implemented. I.E. they work, but look ugly, as I haven't made any effort there yet. This is still kind of the last thing to be done before I release, but I work on it a bit while taking breaks from other things. Pretty soon this will be the only thing left to do. I am adding few more interfaces than beta10 had :) (partway done)

Wrightscript support - Beta 11 will run any released beta 10 games and most beta 10 and lower tests; some of the more advanced tests may not work. If you are working on a game and use something that may be an obscure feature, let me know and I'll see if I can support it. Currently, turnabout substitution works except for the flag command, which I haven't added support for yet. Beta 11 is built more around variables than flags (heck, even in beta 10, flags WERE variables), but I can still add the command. (mostly done)

When this is all done I am taking a break, haha. If you take issue with anything or I missed something that you think should be there, let me know. Will release when it is ready :) As always, you can track the more technical side of things and individual bugs here: http://pywright.dawnsoft.org/bugs/ If that list is ever empty, I will retire.
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Re: The PyWright Casemaker Thread - beta 10.84 out, beta 11 soonTopic%20Title
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AIGE/PWLib Casemaker Developer

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PWLib is not going to have unicode support just yet.
Unlike you and B12Core who get rendering code done for it, I will need to implement my own from zero, so it will have to wait a bit. I might come out with it eventually (maybe even tomorrow in the same fashion as the mic support).

I had to have my own String class supporting a bit of unicode since something on AIGE did require it (I think it was the Video System).

Unicode is really not so simple as it looks.
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Re: The PyWright Casemaker Thread - beta 10.84 out, beta 11 soonTopic%20Title
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I figured since you announced unicode before I did, you deserve some credit. I wouldn't have thought to do it without you or b12 mentioning it. Beta 11 release is still far off though. Unicode support is not a blocker either, if it's not fully finished, I will still release. Python has fairly decent unicode support, but it was still pretty difficult to do what I have done so far. I still haven't solved fonts - I render text by generating a texture with all of the letters on it, with rectangles indexed by ascii value. Then the texture loader will index into the rectangles and use the opengl display to scan to the right part of the texture for the letter. With ascii, this is fine, because it's easy to make a texture that has 256 characters on it. With unicode, this fails, because you don't want to wait for it to preload a giant texture which has 1,000,000 characters on it, and your computer will explode. I did find a program which creates bitmap font textures from ttf files, which is probably what I am going to use. Then I can just use my regular texture handling code to read that in an index only the characters found in a given font.

But, unicode support is pretty important, since I'm sure there are fans who don't read/speak english very well, and would much rather be able to do things in their own language. I'm curious why you have to implement from zero though, since you already have text working. It's an extension on that, no?
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Re: The PyWright Casemaker Thread - beta 10.84 out, beta 11 soonTopic%20Title
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Unicode was first mentioned to me on the survey (it was when I posted about unicode first time).

Unicode's problem is to how index them and generate the texture real time. If I get it done, unicode is going to be live on AIGE. I prefer to use as less external programs as necessary. If I do, I feel I'm cheating. It's kinda my personal taste. One very good example of this is my internal String class. C++ do have std::string, but I implemented my own.

I will certainly expand my Accelerated Text Render, but the unicode part will be done from zero. But I will add it, eventually. and C++ isn't really the "let's use unicode and it's done" kind of language like Java and Python are.
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Re: The PyWright Casemaker Thread - beta 10.84 out, beta 11 soonTopic%20Title
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KSA_Tech wrote:
I will certainly expand my Accelerated Text Render, but the unicode part will be done from zero. But I will add it, eventually. and C++ isn't really the "let's use unicode and it's done" kind of language like Java and Python are.


Too true. Even Java and python are not "done", but they go a lot further than C++. Still, as I mentioned in my post, I'm not totally sure about how far I will get the font side of unicode, which is the texture generating you are talking about. We'll see. I'd like to avoid external programs as well, especially since I have to worry about people on all 3 platforms who might not have access to what I choose.
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Re: The PyWright Casemaker Thread - beta 10.84 out, beta 11 soonTopic%20Title

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Quote:
Current tools planned: 3d face chooser/model viewer, sprite creator, and examine screen layout editor.

?
Re: The PyWright Casemaker Thread - beta 10.84 out, beta 11 soonTopic%20Title
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Pick frames from sprite sheets, adjust frame display lengths, edit animation play settings, and preview, are the 4 important things it should have. If you are expecting some kind of "choose a head, then a body, then the clothes" etc dollmaker type thing, it's not that :)
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Re: The PyWright Casemaker Thread - beta 10.84 out, beta 11 soonTopic%20Title

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I wasn't but ok. I guess that would probably be low priority, right? (Not that I mind, I prefer you working on more important things)

Speaking of which, an "add text to already-there textbox" command. And a "wait until animation (i.e. headnod) ends" command.
Re: The PyWright Casemaker Thread - beta 10.84 out, beta 11 soonTopic%20Title
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Awesome. It's irritating making all the spritesheets manually.
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Re: The PyWright Casemaker Thread - beta 10.84 out, beta 11 soonTopic%20Title
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MrCheeze wrote:
I wasn't but ok. I guess that would probably be low priority, right? (Not that I mind, I prefer you working on more important things)

Speaking of which, an "add text to already-there textbox" command. And a "wait until animation (i.e. headnod) ends" command.


There is no command per say (yet), but you can do:

append [_textbox_id]text "some more text"

Or use any of the new string manipulation commands to alter [_textbox_id]text (replace a word, change colors)

Also, the wait until animation ends is doable with a loop without a special command as well:

label wait
is [mychar]frame < [mychar]animation_length wait

I can add commands on top of these operations to make things easier also.
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Re: The PyWright Casemaker Thread - beta 10.84 out, beta 11 soonTopic%20Title
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I'd say

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Hello there Saluk, I ran into a little problem the other day.
I tried to insert my custom UI, it worked, however now some of the sections are slightly messed up.
Is it possible to realign certain buttons? or the text of them?, for example: Profiles, Evidence icons,etc.
Re: The PyWright Casemaker Thread - beta 10.84 out, beta 11 soonTopic%20Title
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Ceres wrote:
Hello there Saluk, I ran into a little problem the other day.
I tried to insert my custom UI, it worked, however now some of the sections are slightly messed up.
Is it possible to realign certain buttons? or the text of them?, for example: Profiles, Evidence icons,etc.

I was interested in your plans for this. This will be awfully cool once you manage to get it working. I might could figure out how to do this on PWLib, but sadly I have little knowledge of the workings of the PyWright case engine.
Re: The PyWright Casemaker Thread - beta 10.84 out, beta 11 soonTopic%20Title
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Let me see some code. How did you make the custom interface? There's no way in wrightscript beta10 to position any of the items, but I could add a patch that lets you do so. I need more information to know what you need though.
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Re: The PyWright Casemaker Thread - beta 10.84 out, beta 11 soonTopic%20Title
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I'd say

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Code? I merely replaced the resources with my own, but the dimensions of the separate parts are off.
I'l pm you the resources i completed so you can better see what i mean by this.
Re: The PyWright Casemaker Thread - beta 10.84 out, beta 11 soonTopic%20Title
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Ok, I see what you mean. It shouldn't be hard to set up some variables that control the placement of the items, so that the adjustments will work in both beta10 and beta11. I'll wait for the pm and then get to work. The fix should be done in a few hours or less.
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Re: The PyWright Casemaker Thread - beta 10.84 out, beta 11 soonTopic%20Title

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K, thanks. (Re: above)


Also never got around to saying this before but with evidence it should be possible to just say {side=rightleft} instead of specifying by the pixel. Or is it, I haven't checked in a long time?
Re: The PyWright Casemaker Thread - beta 10.84 out, beta 11 soonTopic%20Title
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Haven't really looked at the evidence command in detail for beta11 yet, but I'll take that into account. You could always make a macro for it:

macro rightev
ev $1 x=180
endmacro

(not sure if that x is right, I haven't tested it)

Then you can just use rightev instead of ev.
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Re: The PyWright Casemaker Thread - beta 10.84 out, beta 11 soonTopic%20Title

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Are commands basically just universal macros then?
Re: The PyWright Casemaker Thread - beta 10.84 out, beta 11 soonTopic%20Title
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In beta 10, you will need to use the macro I described like this:
{rightev alarm}
It works, I just tried it. What the {} does is replace the line: "rightev alarm", with a new line: "ev alarm x=180". It is a method of translating text into a real command, like a template. Beta10 also supports calling macros "as if" they were commands, but this method doesn't support the argument substitution. In the above example:
{rightev alarm} -> ev $1 x=180 -> ev "alarm" x=180
However, if you do it as a command, it won't work, because the alarm doesn't get passed down correctly.

In beta11, things are considerably different. There are two kinds of code, python functions, and strings. When wrightscript parses a line:
rightev alarm
It first looks in the environment for some code with the name "rightev". If it finds a string, it treats it as wrightscript and parses those lines. If it finds a python function there, it will execute the function. In both cases, the arguments get passed down correctly. So the line between macros and functions is considerably blurred. Nearly all of the commands you are used to are just macros in beta 11, with a new set of lower level commands that do the actual work. What this means is, in general things should not be any harder to learn, but if you get stuck or want to innovate you will have many more options to do so.

Silly Example:
Code:
#I want my evidence to ALWAYS display on the right side of the screen

#define new macro
macro rightev
#calls the old ev function, with all passed arguments ($*) but sets the x to the right
evold $* x=180
endmacro

#Save the old ev function so we don't overwrite it
set evold $ev
#Save the new macro into the variable named ev to overwrite it
set ev $rightev

#This uses are new macro
ev alarm


You probably don't want ALL ev to show up on the right. But you might want a custom ev animation for your game that happens in all cases - a slide, or a different kind of zoom than the standard. You're probably better off not overwriting a built-in function, but it's possible.

Some things: I'm not so sure about the dollar signs. Perl, shell scripting, and php all use them, php is generally pretty popular with new programmers, but to me they look a bit ugly. There are no dollar signs in python. I don't have any brilliant ideas to get rid of them though. Also, the hacky stuff in the middle is needed because macros are parsed when a script is loaded, rather than as it's run. If I parse macros as it's run, then you can't use a macro defined later in the script before it gets there, which might not be a big deal.

Also, above code is current state, things might still be changing.

Macros/user defined functions might sound a bit advanced, but they can really help make things easier if you get the hang of using them. I'll definitely have a big tutorial on the topic when I write the manual.
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Re: The PyWright Casemaker Thread - beta 10.84 out, beta 11 soonTopic%20Title

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With that code up there, wouldn't it be
{ev alarm}
though?

(This is all just out of curiosity for now at least)
Re: The PyWright Casemaker Thread - beta 10.84 out, beta 11 soonTopic%20Title
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No, beta 11 is a bit different.

Beta 10:
{rightev alarm} -> replace line with "ev alarm x=180" and then run

Beta 11:
ev alarm -> just execute the command, which we replaced

In practice, the difference doesn't mean much, but in technicality it does. I haven't added support for the old style in beta 11 yet, it seems like an unnecessary complication at this point (except for compatibility).
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Re: The PyWright Casemaker Thread - beta 10.84 out, beta 11 soonTopic%20Title

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Just realised I somehow completely forgot about mentioning this ages ago - how did that happen? - Turnabout Substitution consistently freezes for me, in the middle of scene10.script.txt. It doesn't crash, it just stops doing anything and makes my computer groan. It happens even if I load a save file from right before.

EDIT: Wait! It turns out it just stops for five minutes or so and then keeps going! (Maybe it's the punch emotion that does it for some reason?)

EDIT2: The salute emotion did it too, but (maybe) a little less long (not sure).
Re: The PyWright Casemaker Thread - beta 10.84 out, beta 11 soonTopic%20Title
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Mr. Ygrrjfjdosowhatever

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MrCheeze wrote:
Just realised I somehow completely forgot about mentioning this aiges ago - how did that happen? - Turnabout Substitution consistently freezes for me, in the middle of scene10.script.txt. It doesn't crash, it just stops doing anything and makes my computer groan. It happens even if I load a save file from right before.

EDIT: Wait! It turns out it just stops for five minutes or so and then keeps going! (Maybe it's the punch emotion that does it for some reason?)

EDIT2: The salute emotion did it too, but (maybe) a little less long (not sure).

Hm, that's a problem I haven't experienced. (What punch animation do you speak of?)
Re: The PyWright Casemaker Thread - beta 10.84 out, beta 11 soonTopic%20Title

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The one called punch...

The one where he hits his hand.
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Mr. Ygrrjfjdosowhatever

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MrCheeze wrote:
The one called punch...

The one where he hits his hand.

Just a minute while I look through my PyWright folder...
Ah, I see, you mean Meekins. So both of the issues are with Meekins.
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Heya Everybody! :redd:

It's me again!

I've been sorta' buisy programing my game, so I haven't been around to barrage you with questions, lol.

Anyway, Is there a release date for Beta eleven yet?

I can't freakin' wait! I'm so exited! I'm about to wet myself!

[Just like my neighbor's cat that now, at the age of fifteen -I think- cannot control it's bladder urges due to old age]

Anyway, I just wanted to check in, and well... See if you could give us some insight on how much longer we have to wait for the new version! IT SOUNDS GODLY!! :gant:

-Nudge, Nudge-

-------

-Fandiago-
Yes, I'm Not INSANE Yet, But... Getting There!

And No. I Don't Have ADD... HEY LOOKIT! A EIGHTTEEN WHEELER BARRELING TOWARDS MY WINDOW!
Re: The PyWright Casemaker Thread - beta 10.84 out, beta 11 soonTopic%20Title
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About Meekins: Meekins has many frames, and beta 10 has to separate them all out, so it can take a while to load. Not a bug per say, just not so good. Beta 11 is a bit better at loading and memory, but I haven't tested meekins yet so we'll see.


About releasing:
The release date is the good ol' "when it's done"

My cat's can't hold their bladders because they are lazy bums who just don't feel like making the trip to the proper location, lol.

Yeah, don't lose control, that won't make the release happen any faster, and you'll be more uncomfortable while you wait to boot. I am so close I can taste it, I want to be done as much as everyone else. Latest update is a functional court-record coded in wrightscript. It uses the list functions to go through all of the collected items, creates buttons for each one (scaled to the right size) and hooks up events for what happens when things are clicked on. It still needs work, it is missing zoom view and animations. I am working through Ping's game, and will basically be ready to release when I am happy with every section of Turnabout Substitution. I need to run through a basic courtroom test as well.

Beta 11 has a very well developed and solid core (graphical stuff + parsing text), some code surrounding that core that's still a bit experimental (some of the interaction between script and engine, edge-case commands), and then the rest of the code which is in wrightscript which is constantly evolving. I hope to solidify the slightly experimental parts and lock in on the wrightscript elements before I would feel good about unleashing this beast. There are still some (many?) design decisions I have not made yet, which will be difficult to change later, which is my biggest concern (mostly coding related).

I will be making a big push this weekend, I'll have a better idea of when I can release then. Beta 11 is 90% finished. Same as last month :) It's not so much that my definition of "finished" keeps changing, it's more that I am swamped by all of the little details that you tend to not see coming. Once I take care of one detail, it leads me to another detail I missed.

I'll make an announcement on Sunday with an actual date that I will stick to. It would be done by now if I didn't have school, but I have some pretty tough classes this quarter. I pretty much can only code on weekends :(

And of course, thanks for the support, it gives me some extra drive when I get tired out.
Creator of PyWright, the lovable case construction system!
Also visit the PyWright post.
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Hmm... Well, I see, Anyway, Happy Programing!!

....

Oh yeah, and a Howy-Doo to Mr. Cheeze! I dunno' just. Hi!

:grey:

-Game programing is getting to me! I can hear the blood-veins in my brain slowly beginning to burst! ... Wait... Or either that's termites burrowing trough my skull. I don't know. You decide.-

Yes, I'm Not INSANE Yet, But... Getting There!

And No. I Don't Have ADD... HEY LOOKIT! A EIGHTTEEN WHEELER BARRELING TOWARDS MY WINDOW!
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Oh yeah! A new question! :yogi:

You know how in the real games, sometimes evidence comes down from one of the corners in that little gray box thingy? you know, right?

Well, I hope you do, Anyway, Can you do that in the current version?

If you can please show me the code!

Thank youuuuuu! :yuusaku:
Yes, I'm Not INSANE Yet, But... Getting There!

And No. I Don't Have ADD... HEY LOOKIT! A EIGHTTEEN WHEELER BARRELING TOWARDS MY WINDOW!
Re: The PyWright Casemaker Thread - beta 10.84 out, beta 11 soonTopic%20Title

Two more games coming up soon

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Doc says
"ev [name] {x=number} {y=number} {z=value} {priority=value} {name=a name}
display the evidence in the corner"
is that what you meant?
Creator of Apollo Justice Case 5: Turnabout Substitution: Trailer - Download
Co-creator of New Year's Turnabout, Turnabout Revolution, and At Dawn's Break
Re: The PyWright Casemaker Thread - beta 10.84 out, beta 11 soonTopic%20Title

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...Hi?

Also I think he means how it sort of grows instead of just appearing.
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