Author Topic: General Discussion  (Read 3821521 times)

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Offline Xela

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Re: General Discussion
« Reply #8415 on: September 12, 2016, 03:14:49 AM »
Now, now. When commercial devs release noticeably unfinished product (due to fixed release date usually), it always leads to disaster.

Not commercial and product will be unfinished anyhow (being a Beta-release and all). In either case, some sense of urgency and "unnerving" was good so far, I've been putting way more time into PyTFall and BabeRunner in the last week than in couple of month before.

The problem is, when you said the function supports webms, it led me to converting many webms suitable only for multiattacks.

Yeah, looking at code and comments, I kept your request in mind when writing the sequence, just didn't expect you to rip all the webms so soon :) I'll try to wrap it up today.
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Offline DarkTl

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Re: General Discussion
« Reply #8416 on: September 12, 2016, 04:44:05 AM »
Looks like testing mode properties + be gui prevent me from making more skills, at this point I cannot test new ones.

Offline Xela

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Re: General Discussion
« Reply #8417 on: September 12, 2016, 04:45:36 AM »
Looks like testing mode properties + be gui prevent me from making more skills, at this point I cannot test new ones.

Don't you get two rows of skills? I thought that it was limited vertically...
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Offline DarkTl

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Re: General Discussion
« Reply #8418 on: September 12, 2016, 04:48:46 AM »
There were two rows, then reduced to only one. I suppose there is a bug in gui?

Offline Xela

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Re: General Discussion
« Reply #8419 on: September 12, 2016, 05:59:28 AM »
There were two rows, then reduced to only one. I suppose there is a bug in gui?

Fixed, I've also restored tripple ice dagger, if only just for testing (if you don't want it anymore). It's working much better now.
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Offline DarkTl

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Re: General Discussion
« Reply #8420 on: September 12, 2016, 06:39:24 AM »
What menu_pos does in SimpleSkill functions? I don't see any changes in BE gui after changing it.
« Last Edit: September 12, 2016, 08:01:34 AM by DarkTl »

Offline DarkTl

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Re: General Discussion
« Reply #8421 on: September 12, 2016, 08:08:38 AM »
I pushed a few attacks (without suitable sounds mostly). One of them is Dagger Double Strike, it's a normal single webm. Another is Bone Dagger Attack 4X, it uses the same gfx plus MultiAttack animation.

The thing is, Bone Dagger Attack 4X position is noticeably wrong, even though Ice Dagger Attack3X position with almost the same code is fine. It's probably because MultiAttack uses wrong position for webms.

Offline Xela

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Re: General Discussion
« Reply #8422 on: September 12, 2016, 09:58:49 AM »
What menu_pos does in SimpleSkill functions? I don't see any changes in BE gui after changing it.

It should sort it in under magic and do nothing in physical attacks. I'll fix it soon.

I pushed a few attacks (without suitable sounds mostly). One of them is Dagger Double Strike, it's a normal single webm. Another is Bone Dagger Attack 4X, it uses the same gfx plus MultiAttack animation.

The thing is, Bone Dagger Attack 4X position is noticeably wrong, even though Ice Dagger Attack3X position with almost the same code is fine. It's probably because MultiAttack uses wrong position for webms.

Oki, I'll check it out. Might be that "requirement" for custom offset I mentioned earlier.
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Offline Xela

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Re: General Discussion
« Reply #8423 on: September 12, 2016, 10:32:14 AM »
The thing is, Bone Dagger Attack 4X position is noticeably wrong, even though Ice Dagger Attack3X position with almost the same code is fine. It's probably because MultiAttack uses wrong position for webms.

Might be a Ren'Py bug, this is a very weird case. I'll try to figure it out.

Edit:
Right... found at least one issue...
« Last Edit: September 12, 2016, 10:47:23 AM by Xela »
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Offline Xela

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Re: General Discussion
« Reply #8424 on: September 12, 2016, 11:04:08 AM »
Ok, so I've tracked it down to the way we try to get a size of a displayble. WEBM movies in Ren'Py return 0, 0 because no movie can be rendered before it's starts playing (frames come in from C land) and we rely on dummy rendering of a frame to get size.

There might be a better way of doing this but I am not sure what this is. For now you'll have to specify size of the webm to make it work (safer) or you can obviously just use offset aim property which is prolly also safe unless some one day decides to get Ren'Py to return appropriate movie size.
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Offline DarkTl

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Re: General Discussion
« Reply #8425 on: September 12, 2016, 11:29:48 AM »
Ok, I finished with dagger skills, for beta at least. All weapons will be rather unique, we can afford it with those hundreds animations in db+coded animations aka MultiAttack (and probably a few more after beta, like  https://www.youtube.com/watch?v=lDTjtXhKk9s&feature=youtu.be)

Offline Xela

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Re: General Discussion
« Reply #8426 on: September 12, 2016, 11:37:28 AM »
Ok, I finished with dagger skills, for beta at least. All weapons will be rather unique, we can afford it with those hundreds animations in db+coded animations aka MultiAttack (and probably a few more after beta, like  https://www.youtube.com/watch?v=lDTjtXhKk9s&feature=youtu.be)

Awesome, that one I wanted use as a damage or death effect for some cool sword attack :)
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Offline DarkTl

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Re: General Discussion
« Reply #8427 on: September 12, 2016, 11:42:09 AM »
If we could use arbitrary figures as masks to slice character to pieces like on the video, it will open another way to build animations.

Offline Xela

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Re: General Discussion
« Reply #8428 on: September 12, 2016, 12:20:14 PM »
If we could use arbitrary figures as masks to slice character to pieces like on the video, it will open another way to build animations.

Actually, that is done with an "arbitrary" figure, but you need to know how to move slices and those always require unique programming.
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Offline DarkTl

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Re: General Discussion
« Reply #8429 on: September 12, 2016, 12:38:32 PM »
Doesn't HitlerKaputt randomly send pieces to fly?