Last Legacy Suggestions

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Re: Last Legacy Suggestions

Postby Zunar » November 12th, 2013, 5:54 pm

If this hasn't been suggested already, how about an Options menu in the Pause menu so you can adjust quality and stuff in-game? It's annoying having to go back to the title screen to change something, especially later on when the controls will be customizable.
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Re: Last Legacy Suggestions

Postby Harmless » November 12th, 2013, 6:24 pm

I was thinking of giving a few more attacks or combos to learn later game, kinda like how you learn new simple, but useful attack combos in Castle Crashers.
Expect something cool here soon!

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Re: Last Legacy Suggestions

Postby Dtroid » November 13th, 2013, 2:08 am

okay

so I phrased it wrongly and people object

I said a lot wrongly,but never mind since everyone might object some more

never mind


How about,in the Pause Menu of the story mode,we can view how many Big Squares we have collected?
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Re: Last Legacy Suggestions

Postby brianwilmes » November 16th, 2013, 9:10 am

what they should do is add day and night cycles and books like if you get a book in the pause menu it will show the book and when you click it will show a message!




Hope that is a good idea!


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Re: Last Legacy Suggestions

Postby CedarBranch » November 16th, 2013, 9:30 am

I actually kinda like the book idea, but I don't find a day and night cycle to be necessary at all; it is already possible to do that to an extent: change the background and tile/sprite color properties between transitions.


Also - and it may already be possible, as I don't have very much experience with triggers yet, but maybe we could have a way to suspend the currently used variables of a thread and switch to another thread with different variables, but also be able to suspend those and return to the first thread with the old variables - all unchanged. I think this could be useful if you are trying to do something like "switching between characters" that each made different progress..., if you know what I mean.



EDIT: My bad.
Triggers -> I meant "Functions"
Threads -> I meant "Triggers"
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Re: Last Legacy Suggestions

Postby JSlayerXero » November 16th, 2013, 10:21 am

Triple J wrote:Also - and it may already be possible, as I don't have very much experience with triggers yet, but maybe we could have a way to suspend the currently used variables of a thread and switch to another thread with different variables, but also be able to suspend those and return to the first thread with the old variables - all unchanged.

Could you clarify this? You can make as many variables as you want as long as you can keep them all organized so I'm not quite sure what this is referring to.

Triple J wrote:I think this could be useful if you are trying to do something like "switching between characters" that each made different progress..., if you know what I mean.


While that might already be possible, it would be a massive hassle. I believe JRFD has made the ability to detect different key presses in the past, but I'm not sure how well that would work with what you're thinking of.
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Re: Last Legacy Suggestions

Postby CedarBranch » November 16th, 2013, 11:03 am

Triple J wrote:I don't have very much experience with triggers yet.
I'll admit I may have used terms incorrectly.

Now, I'll try to clarify; I'm thinking of something like this, as an example:
    The compiler is reading a thread. You are using variables. Say that your character is poisoned, using JRFD's trick. Say he is also trying to kill 5 knights, having killed two so far, so that he can open a door. Now, you "switch characters-" NOT CHARACTER KEYS ON YOUR COMPUTER'S KEYBOARD. Say you switched from Bob, who was poisoned, to Derek. Derek is not poisoned, but Bob remains so despite being "switched out." Bob also has still killed two knights, but Derek is unable to "kill" the rest of them since he has different abilities due to being under other, unspecified conditions - this through another thread now being read instead of Bob's.
    Say that Bob was switched out for Derek because of a trigger that made the compiler suspend Bob's thread and start running Derek's, but Bob's could be returned to - unchanged, and he could continue killing the last three knights, but he is also still poisoned.
    Also, we are imagining that Bob and Derek are twins, to avoid further confusion.
Is this possible?



EDIT: My bad.
Triggers -> I meant "Functions"
Threads -> I meant "Triggers"
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Re: Last Legacy Suggestions

Postby JSlayerXero » November 16th, 2013, 11:42 am

I'm pretty sure it would be really hard to recreate the player, so this would require custom characters. Unless you mean both are the player and you know you switched by placing a statue or something. Second, it's possible to make it so that Bob's kill count doesn't go up even if Derek could kill the knights. If you set the knights to skip the add process if say, branch if g_player > 1 go to line 7, then even if Derek could kill, it wouldn't affect Bob's number. Alternatively, you could give them separate numbers and have the knights Go To certain add or set commands based on who killed them. I forget which poison effect you're talking about, so you'd have to remind me. Maybe I'm misreading you, but that's what I have to say about what I understand. Even if the player acts as both Bob and Derek then you simply need to let the game know which you're playing as, which can be done with a single variable, and then add lines into the code to make sure objects do different things if they interact with the two differently, such as Derek using all buttons as springboards will Bob uses them to open gates.

Edit: If you're asking if you can pause a timer, I do believe there's a "pause trigger" command that should stop it dead in its tracks and stop a counter/timer where it is.
Edit 2: Turns out I was wrong.
Last edited by JSlayerXero on December 10th, 2013, 8:49 am, edited 1 time in total.
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Re: Last Legacy Suggestions

Postby CedarBranch » November 16th, 2013, 1:28 pm

I think I put too much emphasis on "character switching."

Just to clarify as much as I can...
    Basically, I'm asking of the possibility to switch between two (or more) different threads. Like, two whole separate threads that use two separate sets of changeable variables and the two threads having no interactions with each other, but with a trigger you specify which thread is active, and another or the same kind of trigger to switch between the different threads—all threads' variables keeping their changes/states when the threads themselves are or switch from being active or inactive.
...This is as clear as I can be.


Oh. I was thinking of this kind of poison, though maybe there are other kinds of poisons that could work if not this... if what I'm trying to ask of is possible.



EDIT: My bad.
Triggers -> I meant "Functions"
Threads -> I meant "Triggers"
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Re: Last Legacy Suggestions

Postby JSlayerXero » November 16th, 2013, 2:57 pm

Define thread. Maybe I use a different set of code words for what means what since that one confuses me a little. If you mean a trigger or several sets of triggers that are do not interact with each other, but several other triggers choose only one or the other, then that's possible. It might be possible to freeze the whole thing using stop trigger or let it run in the background. And if you want a trigger to determine which one it's activating, you can use a variable, Branch If, and maybe a few exit functions if necessary. For example:
1. Branch if, g_set = 2 go to line 4
2. Activate "set 1"
3. Exit
4. Activate "set 2"
5. Exit

After you choose which variables causes the code to branch, it's just a matter of making the branches. Add as many branches as necessary. Again, you can make as many variables as you want whether you actually use them or not. Therefore, segregating variables is not an issue. From the sound of it you just want to keep triggers separated and to instead use one trigger to activate other, different triggers in different circumstances. If you just want there to be activator triggers that choose one trigger or another, then that's what I've tried describing. I've used at least one of those for my Pawn boss from Aerial Adventure. Correct me if I'm wrong on any of this.
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