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pywright's Issues

finish AAI macro

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

Evidence pop-in/pop-out Macro

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

grey command, characters don't speak

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

macros for multi-layered scenes

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

Namespaces, $var.prop, global namespace

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

particle effects

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

Change textbox timing

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

Controlling the speed of fade-ins

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

  • Merged into: #66

Add transparency to some of the character buttons, add optional talk list character outline backgrounds

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

other_screen -> screen_settings="try_bottom"

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

Sound Effects to trigger on certain animation frames

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

"Port" folder should be changed

"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

quote direction

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

gui for aao convert

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

Fade to Grey

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

Automatic Shaders/Faders

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

Include matx jury macros

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

Simplify sprite draw effect code

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

aao - psyche locks

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

Timing of object creation and deletion

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

Support for small sprites (in courtroom)

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

  • Merged into: #34

tbon/tboff built in macros

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

aao expressions

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

change autosave to time instead of script

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

Gif convert gui

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

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