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General The general chatting goes on in here. That means talk about the LBA games and it's world. |
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#26
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#27
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Join #doki-doki on irc.ringoflightning.net for some nice chit-chat about anime, manga, and other aspects of Japanese culture now! |
#28
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Ok. And if that still doesn't work, would there be any chance the zones have any functionality somewhere else in code? Like a backlog of existing stuff or something that is checked before a zone is validated? ie. that you'd be having an incomplete zone?
Just following common programmer's tactics in debugging erroneous behavior. If something doesn't work but is a complete replication of something working that already exists, there may be something else that needs to be done first before it is actually used. I would suggest to inspect the case of the zone, and try to pinpoint whatever is exactly not working. Maybe try different approaches, moving it in height, positioning it in other places just to try it out, maybe making it visible, giving it different triggers, to find it if its 'actually there'.
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#29
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Join #doki-doki on irc.ringoflightning.net for some nice chit-chat about anime, manga, and other aspects of Japanese culture now! |
#30
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Join #doki-doki on irc.ringoflightning.net for some nice chit-chat about anime, manga, and other aspects of Japanese culture now! |
#31
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Have you been able to get your zone to work yet?
How did you come to knowledge the actor's life script is needed for the (outside) scene changing zones? Are you also suspecting that this is the thing that doesn't let your custom zone work? I expect a 'life script' contains the variables and conditioning for determining where you are in the storyline and how far you've progressed. Does only the playable Twinsen have one, or do all characters/objects? And what means activating a life script? From your phrasing I understand it must have something to do with the existance of the instance of an object in the particular scene or something. Rather than constantly guessing, I would love to see the game code myself... I could understand so much more, so I can be more helpful.
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#32
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Nice work indeed, Battler.
They probably only had it planned in the early scripts but cut it out before doing something with it.
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Personal Blog - blog.xesf.net TwinEngine v0.2.1 win32 beta released - open source re-implementation of the LBA 1 original engine. [Discuss]|[Download]|[Changes]|[SourceCode]|[Issues] The Sacred Carrot website |
#33
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Not yet.
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#34
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Zones are static cube areas of various types that can be trigger automatically by the engine or by the script for a particularly type (Scenery Zones). They are all created in the scene at loading time. The script can be coded to verify if the character (Twinsen or NPC) is inside the Zone, and if it is another block of script can be executed.
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Personal Blog - blog.xesf.net TwinEngine v0.2.1 win32 beta released - open source re-implementation of the LBA 1 original engine. [Discuss]|[Download]|[Changes]|[SourceCode]|[Issues] The Sacred Carrot website |
#35
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I'm just a little confused. Battler, do you have properties of the game, or are you just reading their code through the use of 3rd party software? If the former, who single does?
There are some questions I would like answered myself, because of my own Game Engine issues and subprojects, which can only be answered by experienced games. My number one itching question; how does the game collect the appropriate candidates of objects when a collision of a moving object is to be measured? Backed by the question; how does the game remember the location of all of the (loaded) objects? My current solution is just an iteration of the entire list of loaded contents, and a condition on every one of them. I was going to create a registry to become able to better pinpoint a certain destination of objects, though I assume even better solutions must exist. I'm talking about a 2D platformer here, so all coordination I had to create myself. Maybe does this 3D game have some sort of datatree?
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#36
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As for your question about remembering the location of all the loaded objects: each savegame has a scene stored in itself, in which every actor and sprite are stored with the coordinates they were at when the game was saved. I've yet to understand the precise location and format of that scene in the saved game as well.
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#37
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That I do understand. I've seen that the scenes are always the same upon entry, so at all times there is only one part of the world actively changing. Therefor a savegame only needs to store locations of objects in the current scene.
But the way of storage, I see you don't know either.
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#38
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Wow, very nice work Battler.
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#39
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Great job. Wish I knew how to do things like this. Any luck on progressing with the zone issue, Battler?
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