Post by JimmyPaladin on Feb 18, 2005 20:53:55 GMT -5
I found one other problem and know how to fix it. When the skeleton does his normal attack he'll keep doing the attack animation over and over instead of going back to the wait animation. This is because I didn't put for him to return to wait in the new Normal Attack direct effect I made right before putting the demo up. It will be fixed by the next demo so don't let it get to you. Thank you.
Post by Dungeon Warden on Feb 20, 2005 19:07:54 GMT -5
Yup, the skeleton's did that to me a couple of times. Other than the combat working the game seems the same as before.
One thing you need to fix is the music scripts. They should be called from an action script so the player can move arounds while the music plays. I talk to the guy and then can't move at all. I had to reset to try out the rest of the game.
Here what to do:
In the motion script for the character, after the size and action (wait) command, put in a loop (Script Branch : repeat : flag (off) = off). Inside the script, check if the player has changed the music (use a variable to store the score chosen) and then call the music if they have made a new choice. Use sort on the variable to call the proper music.
One problem with this is that the script won't end until the player leaves the room because the music is endless (or it's very long - I waited a long time and it seemed to keep repeating), so actually you don't need the repeat command since the script will never repeat.
I tried to use the stop music command, but it doesn't seem to work (maybe because this is actually SFX). Anyway, if the player leaves and re-enters, the action script will check which song was chosen and play it. zero can be no song and the default setting, although one problem with your game is that is no music in town other than this guy and the Jimmy Eat World area.
I hope this makes sense.
I look forward to a demo with more playable content. ;D
Post by JimmyPaladin on Feb 20, 2005 22:00:18 GMT -5
Thank you DW!
Yeah, I need to get to formatting the music out of content scripts and into action scripts, and so that Wait commands don't stop it. I had stopped at 7 songs thinking I was done but ended up making two more. I think I'm done now, but who knows: )
I have a total of 9 songs now, and 8 are on the newest demo (made one right after). If anyone would like to use "Phantom Manor," the second song on the list, you may. I think it's the worst of my songs and I don't really like it, and it will most likely be cut, so anyone can have it since I'll end up deleting it eventually.
Post by Dungeon Warden on Feb 21, 2005 11:21:24 GMT -5
You don't actually need to change the script type of the music scripts. Any script called from an action script is treated as an action script regardless of the script type. I created an action script, put in in the motion slot of the NPC that asks for your music selection, and it worked perfectly. You can easily do the same.
Post by Doan the Nado on Feb 22, 2005 1:37:40 GMT -5
Seriously, Will, this is the problem that I solved with my action/content script jukeboxes. Please read my first post (and skim the rest of the first page) carefully, and you should be able to understand how it works. During normal gameplay, custom music is played from a looping action script, and during an event, it is played from a looping content script that terminates when the event's script is done. Please try to copy my scripts carefully exactly how I have them created, and do not claim that my scripts do not work until you try to properly implement them. If you want to PM your password to me, I will not mind at all setting up the scripts for you with some notes, too.
Post by JimmyPaladin on Mar 8, 2005 12:36:59 GMT -5
The only new thing in the new demo really is an 8th song. I should have another up soon with the 9th song too, so you may want to wait for that. I'm also going to try my hand at adding onto Adventure Time, Save the World and Evil at Work, and making some edits to the pre-existing songs. There isn't much in the second demo that's not in the first. Just givin' you heads up.