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Post by Deleted on Aug 26, 2006 23:32:40 GMT -5
Cool!!! Yeah, I've fixed up a ton - a lot of which would be invisible or hard to see from the player's perspective. I am definitely my own worst critic! (or whatever the phrase is ). I guess I'll take this opportunity to mention one thing. I slowed down the dialogue a lot. I realized it was going too fast. Furthermore, with the next demo there will also be a button-press version. The idea behind the movie style was that every time the player presses the X button to move along the text, they are subconscienciousely taken out of the trance and are reminded of their existence in the real world. Anyways, Rodak saying he was dislexic and BK saying his fibro sometimes makes his vision blurry made me realize how important it is that I also release a regular press-the-X-button-to-advance-the-dialogue version of the next demo. I know I shouldn't be held accountable for their diseases, but if I don't do what little I can to help, who will? Nonetheless, I'd just like people to know that I've significantly improved the rate at which the dialogue progresses and that there will be two versions of the next demo: a movie version and a button-press version. I highly recommend the movie version, but if (for any reason at all!) you'd prefer the button-press version instead, please do not hesitate.
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Post by Doan the Nado on Aug 27, 2006 0:06:39 GMT -5
I hope I'm not understanding you right, because from what you said above, it sounds like you are going to put out two different game saves. I do not recommend this, because this will create a maintenance nightmare in that every change that you make in one file will have to be made in the other as well, or you'll have to go through and add X-presses every time you release a game/demo.
The better solution (although it takes up slightly more memory) is to create a simple script:
ButtonPress? SB: Condition: Flag [PressButton] = On -Input: Buttons: Constant Wait SB: End
Then, whenever it might be necessary to wait for a button press, you would call that script. Calling a script only takes 4 memory, so you wouldn't be adding too much extra stuff. It would simply be something like:
Screen: Message Window: "Blah blah blah" Wait xF (maybe? I don't know exactly what your scripts look like) Call [ButtonPress?] Close Message Window/Clear Message
Then an option somewhere in your game, either in the beginning or in a menu, could ask the player their preference and set the flag accordingly. That way, if the flag is off, the script basically does nothing and you have your desired movie effect. Otherwise, the player will have to simply press any button to continue.
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Post by Deleted on Aug 27, 2006 0:18:31 GMT -5
No, you're understanding me right. I could do the menu/pre-game option instead of two files, and I think that would be the best thing; it'd just take more time. I guess I'll do that then.
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Post by Doan the Nado on Aug 27, 2006 0:47:15 GMT -5
Yeah, it might take a little bit more time now (although I don't really see it taking much longer than going through and editing everything), but the nice thing is that you won't have to do it again. If you make two files, you will either end up only doing it this one time, or you'll have to do it numerous times. Either way, I think you'll be glad to make it an option and be done with it (except, of course, making sure to include it in any new scripts as well).
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Post by Neo Samurai on Aug 27, 2006 10:57:33 GMT -5
I guess I didn't realize it at first, but maybe that's one of the reasons (definitely not the only) why I was really driven into the cutscenes. Added with the camera angles, facial expressions, and character actions and you have some solid cutscenes.
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