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Sword of Jade 1.5 progress

 
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FyreWulff
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Joined: 02 Apr 2005
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Location: The Internet

PostPosted: Sat Dec 31, 2005 7:53 pm    Post subject: Sword of Jade 1.5 progress Reply with quote

Not much I want to note here just yet.. but I have already given the game a new title screen that animates thanks to the new "skip title screen" bitset. Well, it doesn't animate -much-, but it does animate. It's really weird to see the title screen of an OHR game animate. Oh, and if you let it sit there for a while, it runs a demo.
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3240
Location: Matakana

PostPosted: Sun Jan 01, 2006 3:42 am    Post subject: Reply with quote

You know, I've wanted animated and customised title screens ever since I started using the OHR. Nobody seems to be jumping on the feature, so I still look forward to seeing it in action. But I suppose it's just as complex as doing custom intros ever was.

As for running prelumped games, still no effort... but there has also been a surprising lack of progress towards S. I still hope to get it in before S. and before v1.5
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FyreWulff
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PostPosted: Sun Jan 01, 2006 12:21 pm    Post subject: Reply with quote

Yeah, because if you also have "skip load screen" on, when you exit using the OHR's menu, it brings you back to the 'title screen', so you have to write your own way to get out of GAME.. but now that I think about it, I haven't gotten to that part, so I'm not sure if "game over" will get me out of game.. I will have to test this ASAP
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LeRoy_Leo
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Joined: 24 Sep 2003
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PostPosted: Sun Jan 01, 2006 3:01 pm    Post subject: Reply with quote

Hey, now. An animated title screen? So that's the approach I need to use... Big grin
Crap, come to think of it, that is quite an obsticle.
You'd think a skip title screen command would come complete with an "on game exit" command, so it never has to go to the title screen.
This is a neat element to add to your game.
I can't wait to see it, man.
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Iblis
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Joined: 26 May 2003
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PostPosted: Sun Jan 01, 2006 3:26 pm    Post subject: Reply with quote

Quote:
Yeah, because if you also have "skip load screen" on, when you exit using the OHR's menu, it brings you back to the 'title screen', so you have to write your own way to get out of GAME.. but now that I think about it, I haven't gotten to that part, so I'm not sure if "game over" will get me out of game.. I will have to test this ASAP


I'm currently making games that use custom title and load screens (and so of course skip the default ones), and when you select quit on the menu it brings you out of the game entirely, taking you back to game.exe's game list.
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FyreWulff
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PostPosted: Sun Jan 01, 2006 3:34 pm    Post subject: Reply with quote

I've messed around with a custom load screen already, but since I've already earmarked that for version 2, it won't be there for version 1.5.

One test I did, for example, had a townsperson walking between 4 lightposts. If a active game was there, they were lit up, and not if no active save was present. Then the heros would walk out from the left side of the screen and show their levels and HP, and when you selected your file, they would walk off the screen, it'd fade, and your loaded game would start.

Another reason that I'm saving the new load screen for version 2 is because of various things that might be in that version (for instance, a playable Sword of Jade: Royal Version from 1999, which would be nice to have it's own save slots) and a new custom title-menu system for accessing saves, extras, and the like.
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TMC
On the Verge of Insanity




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PostPosted: Tue Jan 03, 2006 4:06 am    Post subject: Reply with quote

gameover, and selecting Exit from the menu always behave identically.

Quote:
Hey, now. An animated title screen? So that's the approach I need to use... Big grin
Crap, come to think of it, that is quite an obsticle.


Come on, just a couple of backdrops and checking for a keypress... and calling save menu (false) instead of the load menu...
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FyreWulff
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PostPosted: Thu Jan 05, 2006 3:38 pm    Post subject: Reply with quote

Sword of Jade's new title screen is a map. Yes, TMC, Jade has more than 100 maps now.


I've run into a peculiar bug though. And Gmail isn't loading on these library computers (it just blanks out), but I've run into a peculiar bug:

I was messing around and scripting a jukebox. What this is, is a textbox with embedded strings. You can select using PgDn/PgUp and it will update the song title and author. I also wanted to do this because I am impatient and wanted to hear how the current winOHR "upgrades" all of Jade's current tracks.

However, that's not the problem (besides the fact that I have to advance the textbox and reshow it to update the strings).

(This is all in it's own RPG file. I ripped out and transplanted all of Jade's tracks into a fresh RPG file)

Since it was a quick hack, I didn't put any bounds checking in. This causes bug #1. When running the MSDOS version with VDMS, if I try to play song -1 or 100+, it just doesn't play anything. However, if I try to play song -1 under the Jan 1 build of WinOHR, it just outright exits. No gameover, no error, GAME.EXE just closes.

Now bug #2.. and once again only in winOHR.. I can listen to tracks 0-12 no problem.. however, once I try to listen to track 13, GAME.EXE just locks up and the CPU usage shoots to 97%-99%, where it stays until I kill it's process. Note that since my power got shut off today, I didn't get a chance to recompile the jukebox script to start out at 13 and see if it still bombed.

I can listen to all the tracks just fine under DOSOHR/VDMS
wtf.
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Battleblaze
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Joined: 19 Dec 2003
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PostPosted: Thu Jan 05, 2006 6:15 pm    Post subject: Reply with quote

How do you go about it?I'd make an animated titale for CPVS but pressing 'skip title screen' would auto detonate the start movie and teleport you to whever ur at.What I'm trying to say is.
How the hell does it work?
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Charbile




Joined: 02 Apr 2005
Posts: 106
Location: Blythewood

PostPosted: Fri Jan 06, 2006 12:58 am    Post subject: we have a serious DRAGON PROBLEM bring your sword... Reply with quote

I belive it works by using the newgame script to run your custom titale. I haven't looked into the new ohr version, but 'skip title screen' sounds like it should simply run the newgame script and start wherever the starting map is. So in hell, it works by scripting your own title screen, maybe using a map to display the title screen, or cycling through backdrops, with a "wait for key(usekey)" loop.

Animated titales are very nice to look at. I'm looking forward to your new version, FyreWulff. I enjoyed version 1. I must say, whoever drew those graphics is a genius. I hope to one day reach their unreachable level. I may as well give up pixel drawing all-together. And whoever wrote that dialogue! I'm afraid I'll never be that good with words. I can only imagine the army you must have worked with to produce all of it. You should throw them a party and let them play your gamecube. With cake, lots of cake. You can find some in the pastry section at your local grocery store.
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LongeBane




Joined: 03 Feb 2003
Posts: 312
Location: Tomorrow

PostPosted: Fri Jan 06, 2006 3:05 am    Post subject: Re: we have a serious DRAGON PROBLEM bring your sword... Reply with quote

Charbile wrote:
I must say, whoever drew those graphics is a genius. I hope to one day reach their unreachable level. I may as well give up pixel drawing all-together. And whoever wrote that dialogue! I'm afraid I'll never be that good with words.


I agree. If I were to ever meet this person, he would certainly deserve a cookie.
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FyreWulff
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PostPosted: Fri Jan 13, 2006 5:07 am    Post subject: Reply with quote

now that I have power, and internet at my place, I will get around to uploading the testcase for the jukebox problem.
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