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PostPosted: Sun 02 Jul, 2006 8:44 am 
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Great. Keep working like you're doing now, and you'll have this game finished & released in no time ;)

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PostPosted: Sun 02 Jul, 2006 8:46 am 
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Wow, thats really cool L4E_WakaMol-King. A nice big long screenie is always nice :).

I really like some of those animated tiles too, especially the shore.

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PostPosted: Sun 02 Jul, 2006 8:59 am 
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Whoa! My rock is in there. :D

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PostPosted: Sun 02 Jul, 2006 9:04 am 
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tr1p1ea wrote:
I really like some of those animated tiles too, especially the shore.
I must agree... the shore is really nice. Especially the part with the birds :D just look at the poles, even they have the "water spalshing against them" -effect 8)

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PostPosted: Tue 04 Jul, 2006 11:55 pm 
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Just thought I'd post a screenshot so you can see how the scene scripting engine is going. It's not much to look at yet, but it gives you the general idea.

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PostPosted: Wed 05 Jul, 2006 1:41 am 
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Sweet keep it up man! Looks nice. :D

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PostPosted: Wed 05 Jul, 2006 7:13 am 
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Sweet indeed... I like how their heads are moving when they speak :D

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PostPosted: Wed 05 Jul, 2006 12:39 pm 
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Hehehe, thats cool. Will you be releasing the source for your scripting engine once this baby is finished? (Down the track of course).

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PostPosted: Wed 05 Jul, 2006 4:09 pm 
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Sure, though it probably won't be of any use to anyone else. :?

The way it is set up is as follows:

call script_name
.db parameter_1, parameter_2, etc...

When a procedure is called, it does a "pop hl" and reads in the parameters for the function. Then it increments hl and pushes it, so that when the function hits a "ret" statement, it will jump back to the instruction after the parameters. This was the most space efficient and convenient method I could devise.

Right now I only have a handful of script procedures, and I probably won't need very many in the end. Here's a rundown in psudocode:

- Create Character (location, normal sprite, talking sprite)
This creates a "character" that is represented by the sprite normal sprite. It draws the character at location.
- Character Talk (character number)
This sets up an animation so that the character's sprite toggles back and forth between normal sprite and the talking sprite. Then it calls the Display function.
- Wait (cycles)
Does nothing for cycles number of animation cycles.
- Set Text Pointer (text label)
Sets the text pointer to the next block of text.
- Display
Displays a block of text pointed to by the text pointer.

There's little variations on these for convenience... like a wait_1 method that waits only 1 cycle and display methods of different langths (for sentences that take longer to read)... but you get the idea.

Adding animations into the scenes is going to be tricky. That's what I tackle next.

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PostPosted: Sun 09 Jul, 2006 9:49 pm 
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Well, it looks very good so far. I would certainly be interested in having a look at your code, since it seems to be very advanced (imho, since I suck at ASM, compared to you and a lot of people here), but I doubt you'd let me ;)

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PostPosted: Mon 10 Jul, 2006 7:38 pm 
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:excited: I just got one of the limited-edition Bobbin Threadbare Action Figures! Now I just need a calc game to go with it.

Hmm, WakaMol-King, maybe you should try to save up for one before they're all gone. :)

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PostPosted: Mon 10 Jul, 2006 11:11 pm 
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You could just copy and paste it in your sig :P.


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PostPosted: Mon 10 Jul, 2006 11:15 pm 
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but that's different than actually having one. :P
there's no way to copy and paste it into your items list.

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PostPosted: Tue 11 Jul, 2006 9:16 pm 
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Yeah, I really should lol.

Sorry there have been no updates lately. It's exam time for summer classes, plus I have 3 big projects to work on and 2 jobs that I am doing for pay. To be honest I probably won't be able to do much more work on Loom for about 2 - 3 weeks. After that, I will be done with most of my projects and all of my exams, and I won't be in school for a month, so I will be back to my normal rate ;).

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PostPosted: Wed 12 Jul, 2006 7:15 am 
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Wow, you've got a pretty hectic life atm, no need to worry about us. We'll wait patiently for Loom news :).

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