devolution

Author Topic: General Discussion  (Read 3821653 times)

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Offline Xela

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Re: General Discussion
« Reply #6810 on: March 12, 2016, 05:53:54 PM »
It would be nice if she smiled a little bit :)
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Offline lamoli

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Re: General Discussion
« Reply #6811 on: March 13, 2016, 06:16:18 AM »
It would be nice if she smiled a little bit :)


Hmm this girl is the not smiling type but yeah i need some with smiling as well..

Offline lamoli

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Re: General Discussion
« Reply #6812 on: March 13, 2016, 06:29:48 AM »
As for your pack, you could try to work with emotions. Stuff like shy or ecstatic very often implies blushing, so it might require another texture for faces, I suppose?


Well its simpler than that i have the base face texture then i put makeup/brows/blush as needed using image layers..

Offline DarkTl

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Re: General Discussion
« Reply #6813 on: March 13, 2016, 12:23:07 PM »
What's this for?
Quote
    def ec(d):
        # Not used atm.
        """
        Expects a dict of k/v pairs as argument. If key is a valid trait, the function will check if character has it.
        Else, the key will be evaluated and value added to the choices.
        This will return a single random choice from all that return true (traits and evals).
        """

Offline Xela

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Re: General Discussion
« Reply #6814 on: March 13, 2016, 12:40:37 PM »
What's this for?

It's a function I wrote for interactions/girlsmeets module but Thewlis came up with a version of the same soon thereafter that you deemed more appropriate. Basically it takes a dictionary as an argument and does the following:

{"Fire": "[char.name] blasts you away with a fire spell!", "char.disposition < 300": "She hits punches you in the nose!"} (or whatever the char in interactions is bound to, I don't remember anymore). The functions responds automatically and returns True if a condition for response was met and False if not so. Thewlis's design returned the result (if I recall correctly), leaving more freedom of a response to the modder. I left it just in case that I wanted to use it myself.
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Offline DarkTl

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Re: General Discussion
« Reply #6815 on: March 13, 2016, 02:16:47 PM »
I see.
Looks like we had this function all this time but never used it  :)
Quote
    def d(value):
        """
        Checks if disposition of the girl is any higher that value.
        """
        return char.disposition >= value
Anyway, I tend to use complex checks like if dice(char.disposition*0.5), so it's probably not needed.

Offline Xela

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Re: General Discussion
« Reply #6816 on: March 13, 2016, 03:38:09 PM »
Naming of that func is not very sound since someone may want to use "d" for a character but the concept is sounds, it may be useful and can be renamed of it is not used.
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Offline DarkTl

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Re: General Discussion
« Reply #6817 on: March 14, 2016, 05:40:39 AM »
I'm afraid if we will use such a function, we'll need the same for disposition <=, then just > and < without =, then the same for gold or joy. And eventually we'll have tons of super simple functions with short names and confusing code  :)

Offline Xela

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Re: General Discussion
« Reply #6818 on: March 14, 2016, 08:04:59 AM »
Noted.
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Offline DarkTl

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Re: General Discussion
« Reply #6819 on: March 15, 2016, 08:31:22 AM »
I'd like to try to run a filmstrip animation during GMs for some types of interactions, probably near the character portrait.

Offline Xela

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Re: General Discussion
« Reply #6820 on: March 15, 2016, 09:24:58 AM »
Ok, some gfx won't hurt  :)
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Offline DarkTl

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Re: General Discussion
« Reply #6821 on: March 15, 2016, 12:04:49 PM »
Alright, now the fun part...

I'm not sure how well it will look, but I want it to be displayed inside the portrait frame, at the same time with the portrait. Should I just use correct coordinates, or there is a way to tie it to that specific element of gui?

Offline Xela

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Re: General Discussion
« Reply #6822 on: March 15, 2016, 12:42:56 PM »
Alright, now the fun part...

I'm not sure how well it will look, but I want it to be displayed inside the portrait frame, at the same time with the portrait. Should I just use correct coordinates

Do this first, it's really fast/simple.

or there is a way to tie it to that specific element of gui?

If it looks cool and we take as a general concept, I can cook up some automation.
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Offline DarkTl

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Re: General Discussion
« Reply #6823 on: March 15, 2016, 12:47:04 PM »
Oh, I have an unexpected problem. Portraits are above the animation. While it looks pretty good, some portraits overlap it entirely, so animation should be above the portrait.

Offline Xela

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Re: General Discussion
« Reply #6824 on: March 15, 2016, 12:50:12 PM »
Oh, I have an unexpected problem. Portraits are above the animation. While it looks pretty good, some portraits overlap it entirely, so animation should be above the portrait.

How do you show the animation? You prolly just have to add:

Code: [Select]
onlayer screens
Or something along those lines. You can also just show in on a screen of a higher zorder but it's messier for testing if done only for testing purposes.
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