v05: Emotive Display Retainment/Change via User Variable Values Fix
I was able to use the user variable to help the class retain/change its emotive display + was able to work w/ the dialogue-item identification code (which is affected by the choices [except for that Esc button + default exit choice). The user variable is actually better than checking flags, which is more of a binary 0 || 1 variable (2 choices only [emotive display is more than 2 choices]).
As for the multiple same classes being able to interfere w/ their species, I cannot fix that error. However, since I am not likely to use a copious amount, I am not likely to worry about this. The only exception is that I want copies that display multiple emotive outlets. I would have to make a unique identity for each involved item ConversationID + user variable. I guess I would have to reconsider everybody's emotive base, lol. How am I going to make acknowledged unique classes to replace a single entity is another story.
Visual novelness project is "basically" completed, x>1 || x<1. I will still have problems to figure out the context of dialogues + whether I want to expand the character cast into what the hell I know. If you want to know the test, note the greet sprite frame w/ toothy smile 1st. Go for the choice that excuses yourself from the conversation. Class will show a toothless smile (exception is Esc button + default exit choice) instead of toothy smile (which can still be accessed thru Esc button + default exit choice).
[WIP/NSFW] Bar Maid Miwako v06
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Re: [WIP/NSFW] Bar Maid Miwako v05
That's possibly the worst graphics I've ever witnessed in zdoom.RV-007 wrote:Spoiler:
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Re: [WIP/NSFW] Bar Maid Miwako v05
After careful consideration, I think I'm going to try out a vn demo based on someone else's derivative work (link). Hell, I might even need to *gulps* get back to my 1st posted project (for the actor non-dialogue sprite link). That project was hell for re-spriting for the source port, but whatevers.
Why am I going to do it? Because I thought, why the hell not (actually, it's now w/i my feasibility range [yes, coding new stuff would be more likely outside my feasibility range {borrowing code, huh? yes, indeed}])? It's my turn to start writing some 90s cheesy drama, now with bad 90s flair! lol
Oh man, it's going to be hell to get things work with a real animated 2.5 model/sprite set going on. I'll start small. This project is deemed to change (name/content) soon enough (when? you don't have to look often).
Why am I going to do it? Because I thought, why the hell not (actually, it's now w/i my feasibility range [yes, coding new stuff would be more likely outside my feasibility range {borrowing code, huh? yes, indeed}])? It's my turn to start writing some 90s cheesy drama, now with bad 90s flair! lol
Oh man, it's going to be hell to get things work with a real animated 2.5 model/sprite set going on. I'll start small. This project is deemed to change (name/content) soon enough (when? you don't have to look often).
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Re: [WIP/NSFW] Bar Maid Miwako v05
Sorry,but you don't seem to be making any sense.And no,I'm not trying to be insulting.
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Re: [WIP/NSFW] Bar Maid Miwako v05
*rolls* well, if you happened to @ least read enough of the posts in this topic, you'll see that it is an excuse of a visual novel game mod project. What I have problems w/ is the current default Strife dialogue interface, as it works enough for chat, but not so much for dialogue images (it has that transparent cover). What I am looking for is @ least a generic interface alternative of the Strife dialogue. Of course, I doubt that will happen in the near future. Yes, map## lump is still required given the delivery of the demos.
For now, I will try to create my own dialogue interface (which should be much easier to code given my current intellect). The challenge will require me to get more versed with ACS. The current setup of the visual novel dialogue engine forgot about both Active and Inactive actor states and possibly amid the use of other things (I'll ask stuff on the other topic). Yeah, I know, some people don't like the fact visual novels are the deem subject here, but I think it would be fun for people to make their own parody. KAWAII ATTACK! AHHHH!!!
For now, I will try to create my own dialogue interface (which should be much easier to code given my current intellect). The challenge will require me to get more versed with ACS. The current setup of the visual novel dialogue engine forgot about both Active and Inactive actor states and possibly amid the use of other things (I'll ask stuff on the other topic). Yeah, I know, some people don't like the fact visual novels are the deem subject here, but I think it would be fun for people to make their own parody. KAWAII ATTACK! AHHHH!!!
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Re: [WIP/NSFW] Bar Maid Miwako v05
No thanks.
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Re: [WIP/NSFW] Bar Maid Miwako v06
v06: Newbie Custom Dialogue Interface System Beginnings
-Breakthrough to finally get a simple, yet successful HudMessage ACS action special thing down.
-Making it work with other components in the interface system.
-I have yet to explore the twists and turns of the seductive matters in dialogue. oooo!
-You can see the SoulSphere for the demo (still based on [my] other derivate works [pompous are we?]).
-Breakthrough to finally get a simple, yet successful HudMessage ACS action special thing down.
-Making it work with other components in the interface system.
-I have yet to explore the twists and turns of the seductive matters in dialogue. oooo!
-You can see the SoulSphere for the demo (still based on [my] other derivate works [pompous are we?]).
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Re: [WIP/NSFW] Bar Maid Miwako v06
RV-007, remove any links to the guro hentai from your mod before reuploading it.