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Commander~DEST
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PostSubject: To-Do   Tue Feb 09, 2010 5:39 am

-Finish transitions and prevent textbox fom operating when it shouldn't (Commander~DEST)
-Update shell/clip movement (Commander~DEST)
-Update movement engine with stairs support (Hegemege)

-Fix glitch during transitions, the arm doesn't stay with the body.
-Update HUD graphics and add alert notifier (contact me for details)
-Reload and pause => bug until you continue. this could be though easily managed, only add into reloadtime if not pause.
-Reload animation plays twice per reload.


(Not done the list, you can suggest stuff to add to it.)

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Last edited by Commander~DEST on Wed Feb 10, 2010 4:28 am; edited 1 time in total
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Hegemege
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PostSubject: Re: To-Do   Tue Feb 09, 2010 9:20 pm

As we discussed, I will adapt the current engine so that the stairs act as slopes. I am not sure if neko wanted the jump to be unhuman high but he said something about the jump height. Also,he said that these stairs would only occur so you get from one height to another without the choice of going forward. A detailed information would be nice...

I'll have more time now, less school in the following weeks.

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PostSubject: Re: To-Do   Tue Feb 09, 2010 10:41 pm

Well, we want the jump to be high enough for it to be useful.

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PostSubject: Re: To-Do   Tue Feb 09, 2010 11:52 pm

Yeah, I agree that once you start going up or down the stairs you go the whole way. It would be much easier to program. And the slant of the slope would be 35-45 degrees, whatever works and looks the best. And I should let you guys know. Next Friday I leave to go on a family vacation. I will however have a wi-fi connection, and I'll make sure I have GM but it won't be Pro.

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PostSubject: Re: To-Do   Wed Feb 10, 2010 2:21 am

I meant that there would be no choice between go straight or start climbing hte stairs, or if there is, the player would have to jump on it, 'cause it would again create a new movement variable and player would have one more control button to remember.

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PostSubject: Re: To-Do   Wed Feb 10, 2010 4:25 am

Oh, of course. My bad, I misunderstood you. Try to make the engine as flexible as possible, so that making it work for more than one staircase size/angle would work. Smile

EDIT: I added something to the list.

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PostSubject: Re: To-Do   Wed Feb 10, 2010 6:16 am

I am currently working on the stairs...

Bug added

EDIT: Looks like somone has messed up reloading code, he reloads twice, I added it to the list.

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PostSubject: Re: To-Do   Wed Feb 10, 2010 6:51 am

Dest, in dropbox is a pro version of GM.

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PostSubject: Re: To-Do   Wed Feb 10, 2010 7:36 am

You're right! I will have to download Dropbox there. Thanks!

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PostSubject: Re: To-Do   Wed Feb 10, 2010 8:48 am

What would happen if you put the dropbox inside dropbox?

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PostSubject: Re: To-Do   Wed Feb 10, 2010 9:10 am

Endless loop? I wouldn't suggest trying it lol.

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PostSubject: Re: To-Do   Wed Feb 10, 2010 9:56 am

Heh, Maybe I can experiment with another Dropbox.

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PostSubject: Re: To-Do   Wed Feb 10, 2010 10:51 pm

Unfortunately, you can't make an endless loop with dropboxes in dropbox. There is always the limit somewhere because it is manually installed. Plus it wouldn't be even a proper "loop" Very Happy

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PostSubject: Re: To-Do   Wed Feb 10, 2010 11:35 pm

Copy dropbox and paste it inside dropbox? you cannot do that?

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PostSubject: Re: To-Do   Thu Feb 11, 2010 1:53 am

I can but it's not ENDLESS. Why should you even do it?

Endless means that there are infinite number of those. And even if you delete infinite dropboxes from there, there are still infinite dropboxes.

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PostSubject: Re: To-Do   Thu Feb 11, 2010 4:04 am

You guys are overcomplicating things! lol.

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Hegemege
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PostSubject: Re: To-Do   Thu Feb 11, 2010 5:38 am

Infinite is not a number... its a concept.

You should use "endless" and "infinite" only if you know what you are talking about when there are mathematicians nearby... Very Happy

Anyways, back to topic! (if you still want to discuss about this, gtot(go to off-topic))

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PostSubject: Re: To-Do   Thu Feb 11, 2010 6:15 am

It now doesn't reshow the Dialogue engine at the first. It will basically save the spot where you are in the game. Right now it':

0=unstarted
1=after first dialogue engine

I will add to it so that it doesn't the show the movie at the first unless you haven't started.

***To restart the game, delete the save file. ***


It took me a while but I finally got it! I look forward toc ompleteting it tommorow.

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PostSubject: Re: To-Do   Thu Feb 11, 2010 6:18 am

Okay. Hows the room transition going on? Graphically it looks good but you can still press space anywhere and still get transferred...

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PostSubject: Re: To-Do   Thu Feb 11, 2010 6:27 am

Forgot to remove that. Just a second. I edited the script so I could test it easier.

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PostSubject: Re: To-Do   Sat Feb 13, 2010 5:06 am

Jumping should now work, if you find bugs tell me. If you look at the code, be sure not to change it because it took so much beta-testing to make it right without solids and with our system. I had to make a new variable called fall, which checks if the player is falling from a platform.

That's about it, those green blocks and the text in the bottom left are only for testing purposes as of now.

HOW TO USE THESE FLOOR BLOCKS

You need to place them only on platfforms or stairs, not at the lowest floor. By the way, we need to make a checking system for every room to check where we are and adjust variable 'levely' to be the lowest y of the room where player can walk/run.

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PostSubject: Re: To-Do   Sat Feb 13, 2010 6:42 am

Did you update the file in Dropbox? I don't see any evidence of it?

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PostSubject: Re: To-Do   Sat Feb 13, 2010 6:45 am

I updated it I think...

edit: oh lol... I first forgot to update it because I worked on it in my backup folder... I updated it now Smile

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