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Non-Named (More debugging)
#46
Been fixing up some bugs. Decided that there should be a trigger to enable some sort of feature for NPCs to look at the player, so I did so. Gif is choppy as I lost frames for some reason.

[Image: cTc1u9V.gif]
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#47
(11-11-2016, 11:22 PM)Filler Wrote: Ladder testing. Doubt much will appear in-game. But who knows? Helper character can babble on command while using the ladder if needed, this might be cut, though.

[Image: wMvQFcn.gif]

you should make the speed slower when moving on the ladder to simulate change of height instead of just walking North.
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#48
@gors.

I actually did that, I posted a video example earlier. The movement slows down during the animation of climbing, and speeds up when the player has a dragging their self up animation.

Sounds were also added, too.
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#49
[Image: KiHhxY1.gif]

Since NPCs now have a look-at player feature, they now have a full rotation. Here's one of the only test NPC right now.
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#50
the climbing animation is still too fast i think, slow it down. Climbing ladders are very tiresome in real life, you should at least represent it properly than make it a "different way to walk up on the screen"

this, and of course make the girl's feet stop moving when talking
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#51
@gors

Like this? Reduced speed to 1.5/2

[Image: WfGA4yt.gif]
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#52
Do you can implement text speed curves to be more realistic ?
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#53
Fixed up movement issues with ladder climbing.

[Image: SnVfpy0.gif]

@iyenal

What do you mean?
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#54
Sorry for not posting for awhile. Been working on game writing. Plus, got the winter flu.

Anyways... Decided that maybe, it would be better for feet behind to be a shadow? Makes it easier to see the silhouette on faster moving animations.

[Image: gX50D7w.gif]
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#55
(11-19-2016, 04:46 AM)Filler Wrote: What do you mean?
(Sorry for the long wait, I didn't saw your reply)
I mean a curve like this:[Image: Txt_Curves.png]
But where are the shadows ?
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#56
i dont think games need that kind of curve for narrative, no games that i know of do that.
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#57
@iyenal,

Used a character with black shoes. It's sorta hard on that. but here's an easier example. One on the right has shadowed back-feet as an example.

[Image: 67OyKLy.png]

@Gors.

I agree. It would be possible with some tinkering. As second list could be stored for text speeds on certain areas of text, but that would only be used to enhance reading/character. Such as adding a delay for Talking. Like. You're. Annoyed. And such.
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#58
Update time!

-Following characters pathfinding is pretty much final. I really have no intents to update it at all, as it seems to work fine, now. (Ladders MAY be edited up, though, as there's an odd jump when leaving them). This was mostly by changing how it should stop following when the player is colliding with walls and objects since now it uses a list based format of the player's position, and there were times where the two would clip and merge into together.

-Some minor touch ups to animations, nothing major, but eh. Animations for walking also now stop when the player is colliding into a wall, just as an extra touch of detail.

-The inventory screen has started development, you can load up the menu and such, but nothing has been made intractable, yet.

[Image: DFT5R5p.png]

-Various map objects are now going to be intractable, some have been started to be working on. Due to a minor bug I didn't catch before updating the game, map objects have shadows like NPCs, can be see on the left desk with the TV.

[Image: jb4fH6c.png]

-Game's rough story outline is almost done, major writing will be finalized soon. Came out far longer than I expected.

-(Not shown) Title screen has been removed to fit the game's logo in with the introduction animation. Due to this, the file select will be merged with  before -gameplay options and other features.

If this link doesn't work, I'll find a new host anyways. Flash link below. (Note: You might need to refresh the page if it fails to load, it can also take a bit, too)

Here
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#59
I want to see TV ! My favorite broadcast will came !
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#60
[Image: 0k1rIgA.png]

Possible Battle menu mockup it's pretty complex (and ugly) for now, so I might as well explain what's happening:

Left box
  • Just character health and levels and such. Text highlighted in yellow-orange is who's turn it is/who's option you're selecting. A blown up picture of their overworld downwards standing sprite will appear in the center when they do to aid you visually

Middle box
  • Attack = Attack from the various moves you have. Some cost AP (Attack Points) which all characters share a single, large pool of.

  • Items = Chooses items, of course.

  • Defend = Turn is canceled out for half damage on the next hit

  • Focus = Similar to defend, but the next attack will have 1.5 times the original damage, cannot be stacked.

  • Special = Character only actions that are specific to them.

  • Flee = Run battle.

Right box
  • Slots are randomly selected battle gimmicks that apply each battle. The first one is always party based, second is enemy based, and third is item based. They're chosen by a pool based by the enemies you fight. And unfair combos (double enemy HP and half damage and such) are not possible, as it'll know from the last selected roll if it's unfair. (icons are placeholders, hence the P)

*General notes.

There's a maximum of three party members a battle, you'll be able to chose who in the party menu. Since you can have more than three.

Backgrounds (this one is a placeholder) are dependent of the area you fought them, and will mostly be generic backgrounds. Forest, Streets, and whatnot.

A GUI redo is needed, though.
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