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Re: Petri consumes glögg and codes with you

Posted: Tue Dec 04, 2012 8:26 pm
by JohnWordsworth
Would it be possible to display a cinematic mid-game?

Re: Petri consumes glögg and codes with you

Posted: Tue Dec 04, 2012 8:28 pm
by LordYig
petri wrote:Cheers JohnWordsworth !

Hmm, what next...? dialoque & ai requests are too big to handle right now...
I say doors alternate directions if not too big to handle... ;)
JohnWordsworth wrote:Would it be possible to display a cinematic mid-game?
And i second this proposal.
Cutscenes support would be great to have !

Re: Petri consumes glögg and codes with you

Posted: Tue Dec 04, 2012 8:29 pm
by Xanathar
If you ever are at an empty queue (somehow, I doubt), a way to enumerate and remove connectors could be helpful.

Re: Petri consumes glögg and codes with you

Posted: Tue Dec 04, 2012 8:29 pm
by thomson
@Petri, thanks a lot for doing this.
JohnWordsworth wrote:@Xanathar: I like it! Either that or showDialog("background.tga", {"button01.tga", x, y, "button02.tga", x2, y2}, function(buttonIndex)); {Where the function is a callback that takes the clicked button index}.
This can be even simpler: showImage("dumdedum.tga", duration);

It shows a picture for duration seconds and returns (x,y) pair when clicked. If the timing is a problem, even simpler showImage("something.tga") would do.

That would be sufficient to do scripted events (extremely useful for EOB events). We could than draw as many buttons as we want and get them "clicked".

p.s.
Does it mean that if you ship more glögg to you, you'll do more coding with us? ;-)

Re: Petri consumes glögg and codes with you

Posted: Tue Dec 04, 2012 8:31 pm
by petri
JKos wrote:
petri wrote:
Ok, added optional 15th (!!) argument championOrdinal to shootProjectile.
shootProjectile should really use named arguments......
Or you can just remove all offset arguments because they don't seem to work :) Anyway thanks a lot!
They don't?! Better fix it then - we want those twin fireball shooters, don't we?

Re: Petri consumes glögg and codes with you

Posted: Tue Dec 04, 2012 8:32 pm
by Billick
JohnWordsworth wrote:Would it be possible to display a cinematic mid-game?
A related question, is it possible to view cinematics from the editor without having to export the dungeon?

Re: Petri consumes glögg and codes with you

Posted: Tue Dec 04, 2012 8:33 pm
by petri
Done:
- bug fix: shootProjectile's offsetX, offsetY, offsetZ parameters don't work

Re: Petri consumes glögg and codes with you

Posted: Tue Dec 04, 2012 8:33 pm
by Redweaver
I could really use some help with viewtopic.php?f=14&t=4437 this, if you have a moment to look.

Basically it's a variation on the "is the right item in the alcove" puzzle, but with 3 items, 6 alcoves and 2 solutions. Grimwold gave me a bit of code, but it threw an error. Sorry if it's too noob. Thanks for your time!

Re: Petri consumes glögg and codes with you

Posted: Tue Dec 04, 2012 8:34 pm
by thomson
petri wrote:Hmm, what next...? dialoque & ai requests are too big to handle right now...
What about showing a single image + returning clicked position on it? That's a bare minimum to implement dialogues.

If it's too big now, please think about this later. It seems simple to implement and would be extremely powerful - scripted events, dialogues, choices, shops, zoom-ins on mechanisms etc.

Re: Petri consumes glögg and codes with you

Posted: Tue Dec 04, 2012 8:36 pm
by petri
Custom gui/dialogue support, I would like to do this at some point but it's easily lot more work than it initially seems....