Camp Handiba Development Thread

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EwanG
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#46 Post by EwanG » Fri Jan 05, 2007 10:42 am

PyTom wrote: Here's some code that will work in 5.6.6, which is due out this weekend, but that makes this case alot easier.
Oh good, gives me an excuse to wait until this weekend to do the work :D

Just one question, the XPOS, YPOS - can I correctly presume that coordinate is the upper left corner of where the image will display? So if I had a circle (simple case), I'd need to figure out where a boxed version of that circle would go to make sure the highlight overlays the correct circle on the map beneath?

TIA,
Ewan

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#47 Post by PyTom » Fri Jan 05, 2007 10:52 am

Just one question, the XPOS, YPOS - can I correctly presume that coordinate is the upper left corner of where the image will display? So if I had a circle (simple case), I'd need to figure out where a boxed version of that circle would go to make sure the highlight overlays the correct circle on the map beneath?
That's right, to a first approximation. You don't really have a circle, after all... you have a rectangular image that just happens to show a circle.

What you're really giving is the location of the "anchor point" in the image. By default, the anchor point is the upper-left corner of the image, but it can be changed using the xanchor and yanchor properties. So if you were to write:

ui.image("circle.png", xpos=100, ypos=100, xanchor=0.5, yanchor=0.5)

xpos and ypos are now the center of the image, rather than the upper-left corner.

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#48 Post by Counter Arts » Fri Jan 05, 2007 11:05 am

Oh wow, sorry about that then. My mistake. I thought the hover function was called without ui.interact().

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#49 Post by monele » Fri Jan 05, 2007 4:00 pm

About Counter Art's example : I really like the way he coded it though. I mean, treating a button just like you'd treat other sprites. And it reminds me of the fact being able to keep a button on screen until you'd call a "hide button" would be really neat ^^; (but that's just not how it's supposed to work eh? :/)

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#50 Post by PyTom » Fri Jan 05, 2007 4:52 pm

Hm... you should be able to do this, actually. You would write something like:

image mybutton = Button(Text("Label"), xalign=0, yalign=0)

No uis involved. I don't recommend this, though.

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#51 Post by Counter Arts » Fri Jan 05, 2007 6:28 pm

The reason why I do it is so that I can have transitions and stuff with buttons. (i.e. show buttons with Move functions and transitions) Residue from programming my battle ui so that non-programmers can use it.

PyTom has made Ren'py pretty powerful actually. I mean really really powerful.

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#52 Post by EwanG » Fri Jan 05, 2007 8:12 pm

Opinion solicitation time again...

With the number of characters in the game, I'm thinking the "trick" of giving each character it's own "color" for prompts is going to be a little tedious, and not all that helpful to the player. With five players, each color can stand pretty much alone. With close to 20 (particularly once you add in the talking spirits), that seems more confusing than helpful.

I'm leaning toward a color based on classification - all the female campers have one color, the female counselors another, etc. That would give me six colors, and I think would at least help somewhat more than just giving everyone the same color.

What do y'all think?

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#53 Post by PyTom » Fri Jan 05, 2007 8:25 pm

I'm thinking that (perhaps in conjunction with color), side image support might prove useful. When you have that many characters, it'll be hard to map names to faces, so showing the face could prove useful.

(To be honest, so many characters is a bit worrysome... I hope some are minor, just because I'd rather you tell more story about fewer characters. The thing about SY was that some of the stories felt rushed.)

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#54 Post by EwanG » Fri Jan 05, 2007 9:04 pm

PyTom wrote:I'm thinking that (perhaps in conjunction with color), side image support might prove useful. When you have that many characters, it'll be hard to map names to faces, so showing the face could prove useful.
Good idea. I think I've seen that in some of the other games, so I'll take a look at that.
(To be honest, so many characters is a bit worrysome... I hope some are minor, just because I'd rather you tell more story about fewer characters. The thing about SY was that some of the stories felt rushed.)
Understood. Again, one of the big differences in this one is that I think I can do a lot longer scripts now that the actors/actresses know it won't be in vain. Of course, I'll be happy to use you for beta testing again so you can let me know if I still am driving in the same rut or not ...

Trust me, I may make mistakes in this one, but I guarantee they'll be new mistakes :D

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#55 Post by PyTom » Fri Jan 05, 2007 9:35 pm

EwanG wrote:Of course, I'll be happy to use you for beta testing again so you can let me know if I still am driving in the same rut or not ...
Sure, but this time, let it be before the voice acting is performed. Since the voice acting was in place for SY, I felt somewhat constrained in the comments I could offer.

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#56 Post by musical74 » Fri Jan 05, 2007 9:35 pm

Regarding the coloring schematic:

I vote for one color for the guys, one for the girls, and one for the main character. With 20+ characters so many different colors will be more distracting than helpful, I think...

If you want you can make a variation of them....like light blue for the male campers and dark blue for the male cousellors, etc.

One question I was curious about: how fleshed out (or not) are each of the character introductions going to be? There's a lot of characters, and wondering how much info you will give each character.
A friend is one that walks in when the world walks out.

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#57 Post by EwanG » Sat Jan 06, 2007 7:21 am

As far as how much for each character -

My main characters, as you can imagine, will be very understandable by the time you get through the game. If you play through all three POVs, you're looking at quite a bit of description both internal (when you are that POV) and external (when you're one of the other ones).

The older brother and older sister each have three romantic paths you can follow, and each of those folks gets attention both from the POV you're playing, and from the other two POVs who notice you with the first POV. That's where my planning got tricky, because if you're POV 1 with romance path 1, who do you see POV 2 with? How does that impact path 1 versus path 2? And so on. For the third POV, you have a lot of "what's really" going on being explained, as well as the actual climax of the story.

For the supporting characters, you do get some development, They are more than "cardboard cutouts". I'd say that based on how the script is going so far, the least among them has twice as many lines as Julie ended up with in SY.

Also wanted to mention that it looks like Agata Maria will be doing the character art for Camp Handiba. You can get a sense of the style by going to the artist website:
http://artwanted.com/artist.cfm?artid=22306

Thanks again for the suggestions and continued interest!

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#58 Post by EwanG » Tue Jan 09, 2007 3:55 pm

Attached is the first character image for the game (Scott Evans - Zoe's Brother).

Comments now will avoid disappointment later :D
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scott_seated_on_bed.png
Scott enjoying a quiet moment in the cabin.

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#59 Post by DaFool » Tue Jan 09, 2007 4:01 pm

It's just rough, but if that's the style, so be it.
If you look at it for its perspectives and sense of proportions it is very good.
But also be aware that some people are more attracted to 'shiny' artwork.

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#60 Post by EwanG » Tue Jan 09, 2007 4:04 pm

DaFool wrote:But also be aware that some people are more attracted to 'shiny' artwork.
So, how is the SuperDoll project coming along? :D

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