View previous topic :: View next topic |
Author |
Message |
Komera

Joined: 07 Feb 2003 Posts: 711
|
Posted: Fri Dec 23, 2005 1:37 pm Post subject: going into and coming out off... |
|
|
...battles.
(seriously, guys, get your mind out of the gutters)
would it be possible to have a plotscript command to disable the fade to white when entering/exiting/whatever a battle? i'm sure this will be nice for people who want to make custom enter battle "fades". in my case, there is a spot in w:p1 where i actually do (yes i really do) want to enter and exit a battle with absolutely no fade in whatsoever. i want the game to snp from the map to the battle instantly, and back again after th battle.
no hurry on this. i'm notoriously slow. _________________ LJ.Art
SD - Ten creatures remaining. |
|
Back to top |
|
 |
Komera

Joined: 07 Feb 2003 Posts: 711
|
Posted: Thu Dec 29, 2005 10:20 am Post subject: |
|
|
so this is how irrelivant i've become? nobody bothers answering my question. _________________ LJ.Art
SD - Ten creatures remaining. |
|
Back to top |
|
 |
Kenji Murasame Shizuma

Joined: 06 Nov 2003 Posts: 103 Location: ON TO
|
Posted: Thu Dec 29, 2005 10:31 am Post subject: |
|
|
I hope it's possible. I'd like to see that too. No fade would speed dungeons up a lot and make random battles less annoying. |
|
Back to top |
|
 |
Moogle1 Scourge of the Seas Halloween 2006 Creativity Winner


Joined: 15 Jul 2004 Posts: 3377 Location: Seattle, WA
|
Posted: Thu Dec 29, 2005 1:07 pm Post subject: |
|
|
Not to mention allowing your own custom transitions. This would be easy enough to implement and potentially quite useful. _________________
|
|
Back to top |
|
 |
TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
|
Posted: Mon Jan 02, 2006 11:34 pm Post subject: |
|
|
I've been "holidaying" for the past week (sitting at home relaxing and ignoring email/forums, instead of the normal sitting at home thinking about working on things and then browsing forums instead) so never saw.
It might be possible to remove the fade. However, the fade is also probably there to hide some setting up of graphics. There might be a small flicker if removed.
A general game bitset and plotscripting commands to turn this on and off could be implemented. _________________ "It is so great it is insanely great." |
|
Back to top |
|
 |
Iblis Ghost Cat

Joined: 26 May 2003 Posts: 1233 Location: Your brain
|
Posted: Tue Jan 03, 2006 12:03 am Post subject: |
|
|
I suggest letting the user specify their own battle-fade script, like how we also have new-game scripts and game-over scripts and such. If the user doesn't specify a battle-fade script, it does the fade to white as normal, but if they do, it'll run whatever script they wrote for it.
If this is possible, could there perhaps be a door-fade script as well? Both of these would be useful for me. _________________ Locked
OHR Piano |
|
Back to top |
|
 |
TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
|
Posted: Tue Jan 03, 2006 3:43 am Post subject: |
|
|
Difficult to do: The fade out script would have to be called in the middle of a battle when fading out after the battle. Also, a door fade out script would interfer horribly with a map autorun script: the autorun script would be called halfway through the fade, which would never complete. Therefore I believe that that might not be possible to do, though I do see that it would be far nicer than having to explictly script every single battle fade out/in _________________ "It is so great it is insanely great." |
|
Back to top |
|
 |
FyreWulff Still Jaded

Joined: 02 Apr 2005 Posts: 406 Location: The Internet
|
Posted: Thu Jan 05, 2006 3:30 pm Post subject: |
|
|
Iblis wrote: | I suggest letting the user specify their own battle-fade script, like how we also have new-game scripts and game-over scripts and such. If the user doesn't specify a battle-fade script, it does the fade to white as normal, but if they do, it'll run whatever script they wrote for it.
If this is possible, could there perhaps be a door-fade script as well? Both of these would be useful for me. |
If you are hardcore like me and Charbile were, (and I'm not sure if you noticed or not while playing Sword of Jade), you can script all the doors without using the built-in OHR ones. |
|
Back to top |
|
 |
Mike Caron Technomancer

Joined: 26 Jul 2003 Posts: 889 Location: Why do you keep asking?
|
Posted: Thu Jan 05, 2006 8:53 pm Post subject: |
|
|
The Mad Cacti wrote: | Also, a door fade out script would interfer horribly with a map autorun script: the autorun script would be called halfway through the fade, which would never complete. |
You a liar! A new 'thread' would start with the auto-run. _________________ I stand corrected. No rivers ran blood today. At least, none that were caused by us.
Final Fantasy Q
OHR Developer BLOG
Official OHRRPGCE Wiki and FAQ |
|
Back to top |
|
 |
TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
|
Posted: Fri Jan 06, 2006 1:41 am Post subject: |
|
|
Yes. But what if the autorun contains an infinite loop. Hell, what if it contains any wait commands at all? The fade won't complete until the autorun script has quit.
Semiunrelated, a killscript() command would be pretty cool _________________ "It is so great it is insanely great." |
|
Back to top |
|
 |
Ysoft_Entertainment VB Programmer

Joined: 23 Sep 2003 Posts: 810 Location: Wherever There is a good game.
|
Posted: Fri Jan 06, 2006 8:03 am Post subject: |
|
|
The Mad Cacti wrote: |
Semiunrelated, a killscript() command would be pretty cool |
I was thinking of the exact same command, guess the old saying is true, "Great minds think alike". _________________ Try my OHR exporter/importer.
OHRGFX
Striving to become better pixel artist then Fenrir Lunaris. Unfortunately the laziness gets in the way of my goals. |
|
Back to top |
|
 |
Mike Caron Technomancer

Joined: 26 Jul 2003 Posts: 889 Location: Why do you keep asking?
|
|
Back to top |
|
 |
Ysoft_Entertainment VB Programmer

Joined: 23 Sep 2003 Posts: 810 Location: Wherever There is a good game.
|
Posted: Sat Jan 07, 2006 7:29 pm Post subject: |
|
|
Mike Caron wrote: | You know, launchscript() would be almost as cool. And, it's "Geek minds think alike" |
I do believe we got runscript command, so launch script is totally pointless, wouldn't you agree?
Unless of course I missunderstood what runscript does.
oh, and I prefer "Great" instead of "Geek" _________________ Try my OHR exporter/importer.
OHRGFX
Striving to become better pixel artist then Fenrir Lunaris. Unfortunately the laziness gets in the way of my goals. |
|
Back to top |
|
 |
Mike Caron Technomancer

Joined: 26 Jul 2003 Posts: 889 Location: Why do you keep asking?
|
Posted: Sat Jan 07, 2006 8:06 pm Post subject: |
|
|
runscript() is just like running a command normally: It's blocking.
launchscript() would run a script in a new thread. It's non-blocking. Good for multiple infinite loops. _________________ I stand corrected. No rivers ran blood today. At least, none that were caused by us.
Final Fantasy Q
OHR Developer BLOG
Official OHRRPGCE Wiki and FAQ |
|
Back to top |
|
 |
TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
|
Posted: Tue Jan 10, 2006 6:17 am Post subject: |
|
|
Dear Mike,
Your last reply and some other comments of yours that I have seen recently seem to indicate a misconception of the way scripts work. We DON'T HAVE multiple thread like scripts. And implementing that would be a total rewrite of the interpreter. The current one runs at a rocking speed in FBOHR so I wouldn't bother. _________________ "It is so great it is insanely great." |
|
Back to top |
|
 |
|