13 July 2021, 00:10 | #1061 | ||
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Either way now you can attach an actor only to a specific level, actor based cinematics seem like a really neat idea. Quote:
Adding variables/dice to it sounds pretty handy too for efficiency's sake. Last edited by Mixel; 13 July 2021 at 02:36. |
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13 July 2021, 00:57 | #1062 |
Pixelglass/Reimagine
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yup, I think the push code you have (f.e. when you hit enemies and such) will surely benefit. This push currently feels too quick and abrupt imho (same issue in my projects as well) but with smooth deceleration and slower speeds we'll be able to sell the effect a lot more efficiently
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13 July 2021, 01:07 | #1063 |
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Thanks guys, I'm going to see how the camera moves work with Ace Attorney.
Another somewhat subsidiary question: how does the "cpu_path" work in "actor / movement"? because I opened the Translucency demo but I don't understand where the path that the actors follow is located |
13 July 2021, 01:14 | #1064 | |
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13 July 2021, 01:15 | #1065 |
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ok ! Thank you Tsak
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13 July 2021, 01:20 | #1066 |
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Bear in mind CPU_Path is very limited right now, it only moves by tile alignment rather than being able to follow an exact path.
Latest check in to experimental - https://github.com/earok/scorpion-editor-experimental - there was indeed some bugs with ANIM5 that prevented playback that I've fixed. In addition, Tsak has let me upload an example of an ANIM5 file that we know works (with the latest experimental) if it's any help with diagnosing the issue (https://earok.net/intropatchwork.anim5) Anim5 was *mostly* just included for backwards compatibility with Backbone, I'm not sure what to do with it going forward. I may see if I can spin it off into a separate executable (so that the vast majority of games that don't need it won't have it added to the executable, saving some memory at least) |
13 July 2021, 03:33 | #1067 |
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ok thanks, Earok. It works ! Good work !
now the problem is the animation doesn't use Dpaint frame rate (12 fps) and seems to play it at 50 fps. I was hoping to resolve this by changing the "Frame_wait" value but it's not it. Is there a way ? |
13 July 2021, 03:46 | #1068 |
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Did you set the frame rate value in the Audio/ANIM5 tab for the animation specifically? (not in codeblocks)
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13 July 2021, 08:36 | #1069 |
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13 July 2021, 09:02 | #1070 |
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No worries, glad you got it sorted!
--- Fairly exciting little update to Scorpion experimental that fixes a long standing issue. What we've got now is that if you A) Use SetType to change an actor, and B) The idle/walking animation has the same number of frames as before Instead of restarting from frame #1, it continues from where it was before So you can see here, our AlarCity hero has two animation states (arm up for shooting, he puts his arm back down a moment after you've stopped). Those are two different "actors", and it tweens between them whenever fire is hit or released without restarting his walk cycle. Some potential use for this. - If we had an actor with a "white flash" animation for when they're damaged, we can switch to it without restarting the walk cycle - If we had the same animation playing at different speeds (say a Sonic like character accelerating), we can switch between them without restarting the walk cycle. Doesn't need to be configured, so long as the relevant animations have the same number of frames, it should just work. |
13 July 2021, 12:25 | #1071 | |
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13 July 2021, 13:23 | #1072 |
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it is really very interesting this optimization on the sprites of the player. Scorpio is getting sharper and sharper!
I will see if I can use it on my character. I was trying to show you a little video of my progress during the day, to show you some bugs that I am encountering and that I will not be able to explain without a video. |
13 July 2021, 14:15 | #1073 |
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Something I wanted to report earlier but couldn't put my finger on: Occasionally the music starts to play on twice the speed. And in rare cases I get a guru after this happens. Also scorpion gives this error: ERROR: FMOD failed to initialize the output device.: "Error initializing output device. " (60).
But I can't reproduce it. It just happens sometimes. So I'm not even sure if the guru's are caused by the music. I just suspect that it does. I was also thinking there could be something 'wrong' with one of the mods I'm using. But at this point I'm clueless. |
13 July 2021, 15:03 | #1074 | |
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Quote:
Last edited by Mixel; 13 July 2021 at 15:10. |
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13 July 2021, 15:17 | #1075 |
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I didn't load a new panel when it happened. And no panel element is outside of the screen. I'm using version 2021.5.1. It will be hard to test in experimental since it happens so rarely. So if it doesn't happen it can still be luck.
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13 July 2021, 15:46 | #1076 | |
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similar eg, I had the error in my menus where if would make a strange noise, then in some parts of the game the music would be corrupt sounding.. But it was caused by the main menus ages before. It could be an entirely different bug, unrelated to panels, just saying I've had very similar things happen, and stop happening. |
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13 July 2021, 16:12 | #1077 |
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Where can I find chat logs? I only see a build log. But fingers crossed for official version 2021.5.2. Edit. I just found the error.txt file with the before mentioned fmod error but nothing else.
Last edited by Lemming880; 13 July 2021 at 16:20. |
13 July 2021, 16:38 | #1078 | |
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The changes that stopped the panel/menu/audio glitches for me were June25th. So fingers crossed this is somehow related. |
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13 July 2021, 16:46 | #1079 |
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Oops haha got it.
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14 July 2021, 00:53 | #1080 | |
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Hi, my game is not as advanced as yours, but here is the progress.
So I have some concerns, the main ones being those with the tire. I had to assign the pull function to the "X" key because I couldn't get my parallax system to work with the joystick pull. here is a copy / paste of the text of my video for explications: Quote:
[ Show youtube player ] Last edited by Kaizen35; 14 July 2021 at 09:13. |
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