Author Topic: General Discussion  (Read 3820032 times)

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Offline Xela

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Re: General Discussion
« Reply #7740 on: June 21, 2016, 08:42:07 AM »
Quote
Cherry-Wood committed 17 hours ago

Yey :)

3 people to commit within 24 hours! Awesome!
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Offline DarkTl

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Re: General Discussion
« Reply #7741 on: June 21, 2016, 09:20:54 AM »
Guess he figured we are not going to give up  :D

Offline DarkTl

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Re: General Discussion
« Reply #7742 on: June 21, 2016, 10:00:05 AM »
Jump_to_label useful for events, but not for difficult items logic. Because for the latter we should stay on the items screen, and also know who used the item.

By items with complex logic I mean (purely for example) an item that gives a random trait to character, but nothing to MC. It probably requires a field that runs a function, since calls might be unsafe.

Offline Xela

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Re: General Discussion
« Reply #7743 on: June 21, 2016, 10:33:16 AM »
Jump_to_label useful for events, but not for difficult items logic. Because for the latter we should stay on the items screen, and also know who used the item.

By items with complex logic I mean (purely for example) an item that gives a random trait to character, but nothing to MC. It probably requires a field that runs a function, since calls might be unsafe.

I don't like this... especially because it will mess up and make the added effects I worked for so long at for char equip screen inconsistent. The jumping to even thing is awesome, silent unique logic... not so much :(

We also have unique items btw. They can be used for unique chars in some cases.
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Offline DarkTl

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Re: General Discussion
« Reply #7744 on: June 21, 2016, 10:37:09 AM »
Btw added effects don't work for skills modifiers  :)

Offline Xela

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Re: General Discussion
« Reply #7745 on: June 21, 2016, 10:49:15 AM »
Btw added effects don't work for skills modifiers  :)

It works with everything, we just don't show skills anywhere in that screen.
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Offline DarkTl

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Re: General Discussion
« Reply #7746 on: June 21, 2016, 11:33:58 AM »
Since there are direct bonuses and bonuses to speed of learning, we probably could show it via icons. Up arrows for direct bonuses and penalties, and smaller arrows with icon like this for learning speed. Without specifying if it's practical or theoretical bonuses or numbers, I think it will be too much information.

Offline Xela

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Re: General Discussion
« Reply #7747 on: June 21, 2016, 11:37:53 AM »
Not for beta, there is too much to do as it is...
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Offline Xela

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Re: General Discussion
« Reply #7748 on: June 21, 2016, 11:50:45 AM »
And you can hint on effects in the description. We'll prolly add skills to gui for beta using the stars thing from fg. Going to write a couple more lines for se and call it a day.
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Offline MuteDay

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Re: General Discussion
« Reply #7749 on: June 21, 2016, 01:12:51 PM »
Sorry i am still working on learning got alot more stuff to do first though
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Offline Xela

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Re: General Discussion
« Reply #7750 on: June 21, 2016, 02:24:31 PM »
It is very difficult to get into a project this far along... knowledge of the game is prolly even more important than ability to script for it. Most people give up quickly enough :)
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Offline Xela

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Re: General Discussion
« Reply #7751 on: June 21, 2016, 02:42:12 PM »
Oki, done for the day. SE might actually be functional this weekend, in a limited form but functional. If not, it should be running by the end of next week for sure.
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Offline MuteDay

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Re: General Discussion
« Reply #7752 on: June 21, 2016, 10:02:53 PM »
honestly its more fun to learn it for me, but then again i liked python, and honestly it really isnt hard when you can look at it easily

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Offline Xela

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Re: General Discussion
« Reply #7753 on: June 22, 2016, 01:43:05 AM »
It's not hard, Python/Ren'Py are very intuitive and fun to learn :)
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Offline DarkTl

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Re: General Discussion
« Reply #7754 on: June 22, 2016, 06:46:04 AM »
Although renpy screen language basically doesn't have guides, so you can figure it out only by asking someone or trying  ::)
« Last Edit: June 22, 2016, 08:02:50 AM by DarkTl »