ronpepper Wrote:Gorepete, I have to say you've done it again. This is a great example of what could be done. It might need a little fleshing out, obviously, but I think it forms a good foundation. What I would like to see is a bit of that intro about how Krystal crash-landed. I just think that's an important element. She wants to go back to her ship, but she's marooned, so she's doing .. well, what it takes to get by.
Yeah. I fleshed out the default chat dialogue and added a bit of an intro. I also set up an "event" mechanic where specific event dialogue can be triggered outside the normal chat options. For example, if you hit chat, it will do the default for whatever that month is, however, if during the week you lose your virginity, Kari asks Krystal about it (replacing the default for that week). The goal is to have triggered events, seasonal events, and possibly random events (traveler/merchant/etc like in PM). This fills the gap between schedules and makes it so there is something between starting at the same animations play over and over during the week.
@Terr: I will have to break the sprites back down or you will have the same issues. Right now they are all tied to some AS3 script and IK(bone) structures in CS6, which I am guessing from your previous conversations will not work out. What is the lowest version of Flash being used by your team? I should be able to clean them up and back them down to it.
... Wow. sorry I missed that post. Well I'll try to add those parts into my model, I may have to scale the parts around to maintain proportions with the model I sent dactyl. Will that cause funny behavior, codewise, gore?
That is a loaded question, it depends on how you have your characters set up. What I do is embed the actual animations in a "stage" movie clip so that way I can scale them as much as I want within the movie clip, and it won't impact the game (because the "stage" movie clip is the one being manipulated by the code). For example:
- Code: Select All Code
Stage ->
Stage Krystal Movie Clip ->
Idle Left Animation
Idle Right Animation
Move Left Animation
Move Right Animation
Then on the main timeline I have the following code looping on an Enter Frame event:
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MoveClip(getChildByName("Krystal")).gotoAndStop(curAct+curDir);
Where Krystal is the name of the stage clip, curAct is the current action (move/idle) and curDir is the direction (1 or 0). So an Act of 1 (idle) and a Dir of 0 (left) would have the krystal sprite go to frame 1 (1+0) which is Idle Left. Hope that helps.