crxtrdude / pywright

Python game engine for running visual novel games similar to the Phoenix Wright series
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Pywright: Effect times #150

Open GoogleCodeExporter opened 8 years ago

GoogleCodeExporter commented 8 years ago
Enhancement: Pywright should allow authors to set an option to establish a 
"base" measurement for timing, to be used for effect codes with Pywright.

Example:
Set_cmdtime_unit ms
or
Set_cmdtime_unit cs

If authors want to stick to Pywright's timing unit, "frames", they do not need 
to worry about inserting this code.

Purpose: Ease transition for AAO authors when developing on Pywright platform 
(with timings they are familiar with. This can save much time on scripting).

Original issue reported on code.google.com by mrhudd...@gmail.com on 21 Jan 2014 at 10:45

GoogleCodeExporter commented 8 years ago
Idea is, if I was familiar with AAO's gui only, I would want my code to be 
applied according to centiseconds (while using Pywright coding language). AAO 
v5 uses cs-based timing.

So if I want to make a line of dialogue have a pause of 3 seconds in the 
beginning, I would have this:

Step 1. Set_cmdtime_unit cs,  in some text file somewhere (or it can be applied 
individually in a scene text file)

Step 2. Edit dialogue in one of my scripted scenes like this:

char Huddini
"{p300} I take a 3 second breath before performing a magic trick!"

\\If it were ms, use 3000. 
\\If it were Pywright's frame timing... I have absolutely no idea what would be 
3 seconds in Pywright's method of timing :P

When Pywright is loading my game up, it should recognize that it's loading a 
specific measurement of time in the beginning of the game (or in each new scene)

Original comment by mrhudd...@gmail.com on 21 Jan 2014 at 11:03

GoogleCodeExporter commented 8 years ago
PyWright frames are calculated for 60 frames per second. So 3 seconds would be 
3*60. Having timings be in seconds (3.0) or miliseconds (3000) is a reasonable 
desire, but it's a pretty big change. If I were starting over, I would probably 
use seconds to begin with, as they are the easiest for users to understand.

Sorry for your pain...

Original comment by saluk64007@gmail.com on 24 Jan 2014 at 7:42

GoogleCodeExporter commented 8 years ago
Oh, it's that simple to calculate the time...Although it requires a bit of 
manual calculation, that's still really easy to figure out (especially over AAO 
v6's ms time-based system).

Sorry for my ignorance on that issue :P

Original comment by mrhudd...@gmail.com on 25 Jan 2014 at 4:10