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License: Other
Python game engine for running visual novel games similar to the Phoenix Wright series
License: Other
Missing:
1. Examining things
2. Scrolling
3. Nicer move button
4. Keymapping for walk
Original issue reported on code.google.com by [email protected]
on 10 Feb 2011 at 6:40
http://www.court-records.net/rips/bubble-EvidencePopupLeft.gif
http://www.court-records.net/rips/bubble-EvidenceSuckupLeft-1.gif
http://www.court-records.net/rips/bubble-EvidencePopupRight.gif
http://www.court-records.net/rips/bubble-EvidenceSuckupRight.gif
These animations are how evidence and profile images are added to and removed
from conversation. A macro should be made to easily present and remove relevant
evidence/profiles, which can control the side of the screen, the image
displayed, and the sound that plays when it happens.
Original issue reported on code.google.com by [email protected]
on 23 Feb 2011 at 9:26
oops
Original issue reported on code.google.com by [email protected]
on 27 Feb 2011 at 5:29
bg prosecution
fg pbench
char payne
grey
"It doesn't matter whether she actually did it or not."
"The point is, she confessed even with no hard evidence against her."
"{econfident}If she hadn't, no amount of poisoned Coldkiller X could have
indicted her."
#Payne's speaking animation doesn't trigger with current setup, but if I move
dialogue to below #character instantiation, Payne is colored
Original issue reported on code.google.com by [email protected]
on 30 Dec 2010 at 12:30
Fixed by changing base widget draw to offset child positions
Original issue reported on code.google.com by [email protected]
on 1 Jan 2011 at 9:47
able to give objects a timeout easily
Original issue reported on code.google.com by [email protected]
on 3 Feb 2011 at 7:13
artlayer bg/detention
portlayer a
artlayer fg/detention
portlayer b
char mia layer=a
"Why am I in jail?"
char gumshoe layer=b
"You can see that she is in jail..."
char mia layer=a
"But WHY?"
Original issue reported on code.google.com by [email protected]
on 30 Dec 2010 at 12:59
Maybe take it out? Have a way to continue if it's not continued automatically?
Original issue reported on code.google.com by [email protected]
on 30 Dec 2010 at 12:34
defaults.mcro a travesty. Need a global namespace for properties that AREN'T
saved with saved games, to define global static settings for games. Then there
can for instance, be properties that are literally only saved across scripts,
or across macros.
Have to keep global as default for legacy, but many of the special properties
can be localized. Can possibly leave off the actual namespace, and have the
name of the prop itself set to where it is located:
setns namespace=global variable=_cr_allow_save
setns namespace=local variable=_cr_back_button
#Changes _cr_allow_save forever, wont save value with saved games
set _cr_allow_save false
#changes _cr_back_button in local (script) namespace
set _cr_back_button false
Original issue reported on code.google.com by [email protected]
on 16 Feb 2011 at 6:56
.
Original issue reported on code.google.com by [email protected]
on 1 Jan 2011 at 9:46
Either macro or python controlled.
* different animations for particles, random chance
* particles individually animate
* speed/direction
* color
* size
* fade
- butterflies
- confetti
Original issue reported on code.google.com by [email protected]
on 2 Mar 2011 at 6:43
Textbox code can't easily work on slow framerates because it doesn't update
timing correctly. On android, text prints a word or two words at a time instead
of smoothly, even though other animation is smooth enough.
Original issue reported on code.google.com by [email protected]
on 16 Feb 2011 at 6:42
The "fade name=(whatever) start=100 end=0" only seems to work if the object in
question has already been defined on the screen, which means that if you want
to fade in you have to use the "bg name=(whatever) fade" command. However, when
I append "speed=.25" to the end it doesn't respond. How can I control the
fade-in speed?
(We may want to incorporate this into the fadein/fadeout macros)
Original issue reported on code.google.com by [email protected]
on 1 Mar 2011 at 7:04
Please define some standardization for how the sounds should be organized.
Original issue reported on code.google.com by [email protected]
on 30 Dec 2010 at 12:52
instead of if keys[K_a], should be if assets.held("left") or if
assets.triggered("enter")
Original issue reported on code.google.com by [email protected]
on 5 Jan 2011 at 11:34
macro myphoenix z name=
char phoenix z=$z name=$name
endmacro
myphoenix 5 name=1
"Hello I am at z=5"
delete name=1
Original issue reported on code.google.com by [email protected]
on 6 Jan 2011 at 12:10
Doesn't loop
Original issue reported on code.google.com by [email protected]
on 30 Dec 2010 at 12:47
shake nowait
Original issue reported on code.google.com by [email protected]
on 27 Feb 2011 at 5:27
They are little more than a shell anyway
Original issue reported on code.google.com by [email protected]
on 28 Feb 2011 at 6:34
too much code in one place, might be best to separate it
Original issue reported on code.google.com by [email protected]
on 12 Jan 2011 at 10:36
Needs some more focus here
Original issue reported on code.google.com by [email protected]
on 21 Jan 2011 at 9:12
Need a widget to choose files, for now just for the gif converter.
Original issue reported on code.google.com by [email protected]
on 16 Feb 2011 at 6:44
In the games, there is a silhouette of the player's character when they begin a
conversation with someone in investigation (see
http://www.youtube.com/watch?v=OeLZMto4hGc&t=6m27s and
http://www.youtube.com/watch?v=5c-vIpTZ0nM&t=3m54s). We should implement those
backgrounds and transitions, and also change the styles of the buttons to match.
Additionally, the graphic rips of the character buttons
(http://www.court-records.net/rips.htm) are solid, while in the game they are
lined. This leads me to believe that the game uses an overlay or transparency
to achieve its look. I think we should emulate that to make the addition of
custom graphics/buttons easier.
Original issue reported on code.google.com by [email protected]
on 7 Feb 2011 at 11:39
Yikes, he doesn't keep his z-index
Original issue reported on code.google.com by [email protected]
on 30 Dec 2010 at 1:22
Complete transition from other_screen style (which forces an object to first
screen if in single screen mode, but only on object creation) to
screen_settings="try_bottom", which dynamically moves an object to first screen
if it needs to, at all times. Should eliminate bugs when switching modes.
Original issue reported on code.google.com by [email protected]
on 25 Feb 2011 at 7:56
Very minor, but in the real game only the top screen shakes.
Original issue reported on code.google.com by [email protected]
on 28 Feb 2011 at 7:05
Sometimes we want certain sound effects resulting from actions during character
animation (e.g. a sound when Gant claps his hands). What is the best way to
accomplish this? Can/should it be specified in the character folder? To me,
that makes the most sense.
Original issue reported on code.google.com by [email protected]
on 27 Feb 2011 at 4:28
Should be able to add highlights for gui Button.
Original issue reported on code.google.com by [email protected]
on 23 Feb 2011 at 6:02
"Port" is a deprecated PyWright command - the folder in which the character
sprites live should be changed to reflect that.
Original issue reported on code.google.com by [email protected]
on 23 Feb 2011 at 7:10
Quotes in text sometimes face the wrong direction, due to ascii encoding.
Original issue reported on code.google.com by [email protected]
on 11 Feb 2011 at 6:22
Enter aao id or path to html, destination folder, game title, click "go",
redirect output to screen (progress bar? hard)
Original issue reported on code.google.com by [email protected]
on 16 Feb 2011 at 6:47
from matx.
crossbuttons need to highlight
buttons: http://www.mediafire.com/?frxr1mf2flb71cw
Original issue reported on code.google.com by [email protected]
on 17 Feb 2011 at 8:36
no desc needed
`
Original issue reported on code.google.com by [email protected]
on 30 Dec 2010 at 1:27
Add a command/feature to fade/tint images to greyscale
Original issue reported on code.google.com by [email protected]
on 23 Feb 2011 at 8:09
A way to set a permanent blipsound
Original issue reported on code.google.com by [email protected]
on 30 Dec 2010 at 1:10
Was a nicer way to build sprites, and the subsurface method might provide some
loading and display speedups. Test to ensure this is worth it.
Original issue reported on code.google.com by [email protected]
on 12 Jan 2011 at 10:35
Schedule series of animations to be played for an object?
Original issue reported on code.google.com by [email protected]
on 30 Dec 2010 at 12:40
http://i657.photobucket.com/albums/uu300/Ceres_01/gfx/intro%20DATA/Intro1gradien
tLtoR.png
http://i657.photobucket.com/albums/uu300/Ceres_01/gfx/intro%20DATA/Intro2gradien
tLtoRandreverse.png
Ceres believes there is currently no way to achieve these effects
programmatically. Is this true?
Original issue reported on code.google.com by [email protected]
on 20 Feb 2011 at 9:36
jury sfx: http://www.mediafire.com/?btka56b4uj9s8f1
graphics: http://www.mediafire.com/?e590f5t7d489l1n
Original issue reported on code.google.com by [email protected]
on 17 Feb 2011 at 8:32
All of the special draw effects for sprites are buried deep in ugly nested if
statements in the sprite class. Needs cleaning. With the android target (which
is missing numpy) and eventual further configuration options, it needs to
toggle between different ways of doing techniques more easily.
Original issue reported on code.google.com by [email protected]
on 14 Feb 2011 at 7:14
As far as I know, these are the last main user facing feature to implement.
Original issue reported on code.google.com by [email protected]
on 20 Jan 2011 at 2:01
Should look like game and highlight properly, and be easily replaceable
Original issue reported on code.google.com by [email protected]
on 17 Feb 2011 at 8:31
There is a huge disconnect between what's going on in the wrightscript, and
when the screen is actually refreshed. For a long time, each line in
wrightscript translates to one screen refresh. This means that if you create 3
or 4 objects, meaning for them all to appear at once, they actually visibly pop
in a split second after one another. Fading the screen up from black when you
add more than one object makes a noticable flash.
In the old 2.0 code, I had drawoff/drawon commands to control this, so before
an important effect, you say "drawoff", build it up, and then say "drawon". I
half ported this to the current codebase, but never announced it or made sure
it worked.
I'm not sure that's the best solution either. It might be enough to ALWAYS run
through all lines of code that don't block before displaying the screen.
Original issue reported on code.google.com by [email protected]
on 27 Feb 2011 at 11:18
Currently, fancase creators have to customize animations for the zoomed-out
court as a foreground animation. Adding the small sprites, already
appropriately positioned, and writing some macros would make it much easier
Original issue reported on code.google.com by [email protected]
on 10 Feb 2011 at 7:07
tbon - turn on testimony blink animation
tboff - turn off testimony blink animation
use these macros in the cross exam code instead of tbon() tboff() functions
Original issue reported on code.google.com by [email protected]
on 13 Feb 2011 at 8:07
Write a small interpreter to convert aao expression to pywright expression.
Make macros for the main aao functions.
is_string(some_var) ->
macro aao_is_string
blah
set aaox true
endmacro
set aaox $some_var
aao_is_string
is aaox=true jump
x+abs(y)>22 ->
setvar aao1 $x
setvar aao2 $y
macro abs
setvar aaox abs($aaox)
endmacro
setvar aaox $aao2
abs
add aao1 $aao2
Original issue reported on code.google.com by [email protected]
on 21 Jan 2011 at 7:38
saving every script change is a bit weird, especially when different devs have
different sized scripts (up to aao with one script per case), let user set time
interval and it can save every x minutes.
Original issue reported on code.google.com by [email protected]
on 25 Feb 2011 at 8:12
Not sure what to do here
Original issue reported on code.google.com by [email protected]
on 30 Dec 2010 at 1:17
Gui to interact with the gif converter: enter gif path (url or path),
destination directory, and path to gifsicle (with default path), button to
convert, and a preview
Original issue reported on code.google.com by [email protected]
on 16 Feb 2011 at 6:46
no desc
Original issue reported on code.google.com by [email protected]
on 4 Jan 2011 at 9:51
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