The Future of this Project
May 20, 2008
With little or no progress since early April, you might have guessed
that something's up. Indeed, I am simply too busy recently to get any
major stuff done as far as the player and editor are concerned. In fact,
even if I did have time, my interest is somewhat faded at the moment, so
getting motivated to progress this damn thing along is not as easy as
I hoped it would be. With code updates being so ridiculously sparse, and
the to-do list not getting any smaller, I won't be surprised if any of
you out there are feeling frustrated. |
So, what does this all mean? Simply put, it means that the project is
inactive; however, it is not dead. I'll still chime in with some updates,
but don't expect them to be huge or anything. Once again, if anyone wants
to join in on the fun and maybe add something as far as the code is
concerned, feel free to drop me a line and I'll add you in.
It's not all bad, however. :) I recommend you case-hungry people check out
maybe MechaBowser's Case Maker 3, or KSA_Tech's PWLib Case Maker, the latter of which is
actually nearing completion.
That's all for now.
Not Dead Yet, and OpenGL Support
April 10, 2008
Wow, looks like it's been quite a while since I last updated this place.
Anyway, I want to assure you that no, this project is far from dead. :)
Instead, if you've been looking at the CVS repository, you'll notice
that I managed to overhaul the engine from SDL to OpenGL rendering. Will
you notice any changes in terms of how the player draws the elements of
the game? Probably not, but with OpenGL, I can finally do some neat things,
like getting all of those nifty 3D transition effects done, as well as
AJ's new examine system. However, the latter I'll worry about later.|
So, what's going on? To be blunt, I've been really busy with some stuff
that's not related to this project. Secondly, getting motivated to work
on the code has been somewhat sluggish. I doubt that's going to impact
anything other than progress, and the only reason for this is simply
because I have some tricky stuff to get done (looping parts of music, for
example). All in all, progress has been slow, I know, but I'll try to
get up to speed as soon as I can. ;)
On a final note, I added the file specs for the exported case file, just
in case someone wants to load the data or take the file apart. You can
find the page in the developer documentation section.
Location States and Translations
March 4, 2008
After a brief hiatus, I finally got location states done. With this, you could
now, for example, have a background with a piece of paper on a desk. Later on,
the player could potentially examine it, and take the paper off the desk.
In order to reflect this, you would use the set_location_state trigger to toggle
another background that doesn't have said paper on the desk. The editor has
also been updated to let editing of location states become a possibility.|
The second part of this update includes the ability to select different
languages for the editor. Once again, it's another pointless addition in
my war on including more support for foreign languages, but at least it's
done and over with now. Regardless, translating the editor is a piece of
cake, since all of the text displayed can be changed from one file. Each
language has its own file, and can be changed from the Tools menu. I have
included a rather crappy translation into the Polish language (which is
bound to contain mistakes given that I was half asleep at the time), just
to get the ball rolling.
Finally, I'm going to finish up all of the loose ends to get a beta out.
Using my magical, crystal ball, I'm going to take a stab in the dark and
say that a release could be this month or the next. I've decided to skip an
alpha release since we're way past that point now, so be on the look out.
Some Documentation and Other Stuff
February 16, 2008
I put together a complete guide for compiling the entire project under Windows. This is because many people have already asked me as to how
they can compile the project for themselves, and so I thought it would be fit to let everyone who's interested know. The guide, right now,
covers what needs to be downloaded, and how I set my compiler up. As a matter of fact, the guide assumes you're an idiot; even
the most obvious of things is explained in extremely long prose. Regardless, I'll also get to work on the Linux guide a bit later, but
it's going to be much more terse considering that Linux devs are probably already used to using various tools (pkg-config, etc) that
Windows people might not be familiar with.|
Also, besides the technical stuff, I'm also working on some documentation for future users. As we near the almighty beta release, I feel
that it would be a good idea to get a headstart on all of the documentation that's going to be needed. As such, I have some tutorials
planned, a whole reference of triggers on the way, and plenty of examples in the works, so anyone can download this project and get
started right away. Of course, if anyone wants to help, feel free to contact me and I'll get everything coordinated.
February 11, 2008
I noticed that I'm not updating this page as much as I should, so I'll make an effort to up my presence here. Anyway, a few updates this time around. Most importantly, I have finally, after many tweaks and screw-ups, come up with an easy to use method for changing dialogue colors.|
Here is an example script:
\c(Hmm, well, this sucks...)\n
\wMr. Smith, you are \oa liar\w!
Which will produce:
(Hmm, well, this sucks...)
Mr. Smith, you are a liar!
As you can see, by using a control character in the script, the dialogue text color will automatically affect all characters following it, until another color change is made, or the block ends. Here are the color control characters:
- \c - blue (cyan)
- \g - green
- \o - orange
- \w - white (reset to default)
- \g - gray
This also adds the possibility for having custom colors, but I'll get into that in another update.
Also, apart from the color updates, I have been filling in missing animations and such to make the player feel more like the games themselves. This includes all of those litle fade effects (fading out the background to black, etc), and sequences, such as when you add evidence to the Court Record. Generally, the project's coming along well, and I'm actually thinking of releasing an alpha version just so people can get a feel for the editor/player.
More to come. :)
Foreign Language Support
February 2, 2008
I've been working on adding support for foreign languages recently, and I have to say that the end result looks nice, like a recently washed car. I know this doesn't really help gameplay at all (in fact, this feature is almost totally useless), but I felt that I needed to include it. Besides, someone actually requested that I put it in, so I couldn't be a jerk and say "Screw you," now could I? :P|
Here is a screenshot of Phoenix getting upset, in Polish ;D ...
Windows Port Progress
January 29, 2008
After finally fighting with a whole bunch of random bugs and whatnot, I finally have ported the player to Windows. This means that I can now actually continue working on the project without having to worry that the people using Windows will get shafted.|
On a side note, which I already mentioned before in a forum thread on CourtRecords.net, I ditched the old, bitmap font engine, and instead, replaced it with the far more flexible TrueType font counterpart. It's not going to make a big difference, but at least now you have the choice to use custom fonts and colors.
This was a rather miserable update, but it's definitely going to speed up progress from here on out.
January 23, 2008
As by request (once again), I added some triggers to the script that allow you to change character and evidence data. This means that now you can have a character that is initially unknown, maybe your actual murderer, for example, that you can initially set to have unknown age, name, etc. Later in your case, you can then change the profile to reflect new information.|
The same can be done for evidence, as well.
These are the new triggers that I mentioned before:
January 20, 2008
I've added that requested 'Unknown' gender option for a character. As such, I've also updated the screenshots section to include this.|
Also, I finally got around to adding a 'Find' option in the editor. This means you can type in a search string, and the editor will locate where instances of said string are found. The blocks that have this string, will be displayed in a list, along with some lines that border where the string was found. You can then opt to go right to the block. Here is a screenshot of that:
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