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Author Topic: SLUDGE - The Wishlist  (Read 14041 times)
Trumgottist
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« Reply #75 on: May 12, 2010, 01:57:32 PM »

No, they're not done. They're in a file among the source code named ToDo.txt, though, so they're not completely forgotten. (I'll see what if I can implement it sooner rather than later…)
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Erwin_Br
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« Reply #76 on: May 12, 2010, 02:02:48 PM »

No, they're not done. They're in a file among the source code named ToDo.txt, though, so they're not completely forgotten. (I'll see what if I can implement it sooner rather than later…)

Ah, okay. Thanks for clearing that up. (And pointing me to a place where I can keep track of it Wink) Looking forward to it. Smiley
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"You know you've achieved perfection in design, not when you have nothing more to add, but when you have nothing more to take away." --A. de Saint-Exupery
Trumgottist
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« Reply #77 on: May 15, 2010, 12:23:08 AM »

Regarding the "only loop this section", your suggested syntax can't work.

anim (spriteBank, frame, frameLoopStart);

The engine can't know if the last argument is supposed to be a frame or the frameLoopStart argument. An all new function could be created, but it's also possible to get this effect in the current engine. I tried this in the Verb Coin Demo, and it works:

Code:
sub makeMeNormal() {
normalCharacter(ego);
}

sub keys (k) {
if (k == "ESCAPE") quitGame ();
if (k== "a") {
animate (ego, anim ('outside/duck.duc', 0, 1, 2, 2, 1, 0, 3, 3, makeMeNormal));
}
}
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« Reply #78 on: May 15, 2010, 05:34:59 AM »

Would this work with costumes? Because one of the things I would want to do is having my character made a gesture while talking. But he has to make the gesture once, and then loop the remaining "normal" frames.
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"You know you've achieved perfection in design, not when you have nothing more to add, but when you have nothing more to take away." --A. de Saint-Exupery
Trumgottist
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« Reply #79 on: May 15, 2010, 11:12:43 AM »

I think you could so something like this (untested):

Code:
# A general function, using global variables so that we don't need separate functions for all characters.

var talker;
var talkAnim;

sub makeMeTalk() {
animate (talker, talkAnim);
}

and then, when you want to gesture:

Code:
talker = ego;
talkAnim = ego.talking;
animate (ego, anim('ego.duc', 1, 2, 3, makeMeTalk);
think (ego, "I caught a fish *this* big! It really was huge.");
normalCharacter(ego);
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« Reply #80 on: May 22, 2010, 07:26:54 AM »

So… have you had time to try it? What do you think? Does that solve what you want or do you have another suggestion?
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« Reply #81 on: May 22, 2010, 08:52:25 AM »

So… have you had time to try it? What do you think? Does that solve what you want or do you have another suggestion?

I tested it just now and it works fine. I'll have to expand on this a bit to support multiple directions and then I'm good to go. Thanks!
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« Reply #82 on: April 03, 2013, 04:50:36 AM »

OpenURL () - a function to start a web browser with a specified URL.

With this feature people will not need to type my website address, they can choose it from the game menu.  :-)
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Trumgottist
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« Reply #83 on: April 03, 2013, 09:56:33 AM »

You can already do that with the launch() function.

Or you should have been able to do that, if there hadn't been a bug that messed up the address. I have now fixed that for the next version.
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« Reply #84 on: April 04, 2013, 03:19:24 AM »

Thanks for the quick reply.  I did not notice the Launch() function when searching the Reference Manual.
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« Reply #85 on: May 02, 2013, 11:17:39 PM »

The ability to use videos as objects.  That would be an amazing feature.  Imagine you are at a cinema and the projector actually shows say 5 minutes of the movie as an object. Smiley
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« Reply #86 on: May 03, 2013, 02:45:03 PM »

Unfortunately, movie decoding is complicated. When I started on the movie support, I was also imagining things like that, but now I don't see that as something likely to happen.
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"Programming is the computer game that makes all others possible." - Ron Newcomb
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