Author Topic: General Discussion  (Read 3789124 times)

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Offline Xela

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Re: General Discussion
« Reply #9270 on: January 08, 2017, 07:13:25 AM »
Maybe I should set sfx somehow differently, I don't know.

Ranges were off, it never worked correctly even under old code.
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Offline DarkTl

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Re: General Discussion
« Reply #9271 on: January 08, 2017, 07:18:24 AM »
I modified BE testing mode, now enemies have all spells too, and are controlled by player.

Take a look at Ground Shockwave weapon skill. When enemies use it, it's totally wrong. Probably because of high xo, but I can't remove it, animation is too specific.

Edit: same for Shocker Whip.
« Last Edit: January 08, 2017, 07:32:58 AM by DarkTl »

Offline Xela

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Re: General Discussion
« Reply #9272 on: January 08, 2017, 07:40:20 AM »
Take a look at Ground Shockwave weapon skill. When enemies use it, it's totally wrong. Probably because of high xo, but I can't remove it, animation is too specific.

Animation is just like any other, you're skill having trouble visualizing how point, anchor and offsets work together :(
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Offline DarkTl

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Re: General Discussion
« Reply #9273 on: January 08, 2017, 07:44:15 AM »
Code: [Select]
        P2P_Skill(u"Midnight Arrow", menu_pos=3, range=3, attributes=["ranged", "physical", "darkness"], effect=65, multiplier=1.8, vitality_cost=15, health_cost=10, desc="Releases explosive arrow made of dark energy.",
                                           projectile_effects={"gfx": "demon_bow_arrow_webm", "sfx": "content/sfx/sound/be/elf_bow.ogg", "duration": 0.56, "aim": {"point": "center", "anchor": (.5, .5)}},
                                           main_effect={"gfx": "demon_bow_hit_webm", "sfx":"content/sfx/sound/be/demon_core.ogg", "duration": 0.36, "aim": {"anchor": (0.5, 0.5), "xo": 0 ,"yo": 0}, "hflip": True},
                                           target_sprite_damage_effect={"gfx": "shake", "initial_pause": 0.01, "duration": 0.2},
                                           target_death_effect={"gfx": "dissolve", "initial_pause": .2, "duration": .15},
                                           dodge_effect={"initial_pause": 0.005})
Midnight Arrow has specific main_effect animation which should be flipped when used by enemy. But it ignores "hflip": True.

Offline Xela

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Re: General Discussion
« Reply #9274 on: January 08, 2017, 07:46:22 AM »
Midnight Arrow has specific main_effect animation which should be flipped when used by enemy. But it ignores "hflip": True.

It always flips, this is a highly customized class that runs it's own methods, I'll take a look. Other two issues are fixed.
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Offline DarkTl

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Re: General Discussion
« Reply #9275 on: January 08, 2017, 07:52:34 AM »
Well, it's always right for player party and always wrong for enemies.

Offline Xela

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Re: General Discussion
« Reply #9276 on: January 08, 2017, 07:54:08 AM »
Well, it's always right for player party and always wrong for enemies.

Yeap, it does auto-thing for projectile but we never had a case where the main effect had to be flipped, I am getting it to respect hflip now.

Edit: Done as well.
« Last Edit: January 08, 2017, 08:04:53 AM by Xela »
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Offline DarkTl

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Re: General Discussion
« Reply #9277 on: January 08, 2017, 09:01:33 AM »
Some attacker_effects need hflip too, they ignore it atm.

Offline Xela

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Re: General Discussion
« Reply #9278 on: January 08, 2017, 09:18:37 AM »
Some attacker_effects need hflip too, they ignore it atm.

I need names of skills where it goes wrong, attacker effects can be really tricky to work with, especially for some cases.
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Offline DarkTl

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Re: General Discussion
« Reply #9279 on: January 08, 2017, 09:47:01 AM »
All simple spells use attacker_effects={"gfx": "water_1", "sfx": "default"}, attacker_effects={"gfx": "fire_1", "sfx": "default"}, etc.

That particular "_1" effect is noticeably asymmetrical, that can be seen when enemies use simple spells.

Offline Xela

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Re: General Discussion
« Reply #9280 on: January 08, 2017, 09:55:46 AM »
Weird, I am not sure that I notice the difference. BB in an hour, gonna take a better look then.
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Offline DarkTl

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Re: General Discussion
« Reply #9281 on: January 08, 2017, 10:03:53 AM »
The right part is higher. So for enemies it's still higher without hflip.

Offline DarkTl

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Re: General Discussion
« Reply #9282 on: January 08, 2017, 11:18:04 AM »
Ohh while browsing on brothel game to find clothing idea and BGs i foud this..


http://www.dlsite.com/maniax/work/=/product_id/RJ176115


and its a simple but rather well made monster girl brothel
Well, I hoped there will be interesting concepts, but the whole gui is Japanese, so nope.
But I managed to extract resources from the game archive, there are very cool backgrounds and items icons. Sadly, not nearly enough characters pictures to make packs.

Offline Xela

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Re: General Discussion
« Reply #9283 on: January 08, 2017, 12:07:01 PM »
The right part is higher. So for enemies it's still higher without hflip.

I still can't see it :)

It's not difficult code to add but this is prolly a weird case to do it for.
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Offline DarkTl

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Re: General Discussion
« Reply #9284 on: January 08, 2017, 12:18:59 PM »
game\content\gfx\be\auto-animations\cast_dark_1 0.07\data01_08231.png

It's the best way to see asymmetry.