Re: [Ohrrpgce] SVN: james/13552 Add BattleSprite.flinch_anim to fix broken build (I am guessing it was l

2024-06-05 Thread Ralph Versteegen via Ohrrpgce
Opps!

On Thu, 6 Jun 2024 at 10:33, subversion--- via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:

> james
> 2024-06-05 15:33:32 -0700 (Wed, 05 Jun 2024)
> 99
> Add BattleSprite.flinch_anim to fix broken build (I am guessing it was
> left out of a recent commit)
> ---
> U   wip/battle_udts.bi
>
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[Ohrrpgce] SVN: james/13554 (Blain Maguire) shell template hides everything but canvas by default. c

2024-06-05 Thread subversion--- via Ohrrpgce
james
2024-06-05 16:31:51 -0700 (Wed, 05 Jun 2024)
275
(Blain Maguire) shell template hides everything but canvas by default. 
ctrl+shift+L will make it appear. Ctrl+shift+F makes the canvas expand to the 
size of the page. F11 key event is swallowed by ohr, but you can go fullscreen 
via browser menu, and F11 will let you leave it
---
U   wip/web/ohrrpgce-shell-template.html

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[Ohrrpgce] SVN: james/13552 Add BattleSprite.flinch_anim to fix broken build (I am guessing it was l

2024-06-05 Thread subversion--- via Ohrrpgce
james
2024-06-05 15:33:32 -0700 (Wed, 05 Jun 2024)
99
Add BattleSprite.flinch_anim to fix broken build (I am guessing it was left out 
of a recent commit)
---
U   wip/battle_udts.bi

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Re: [Ohrrpgce] SVN: teeemcee/13551 Replace anim_flinchdone with a timer triggered by anim_flinchstart

2024-06-05 Thread James Paige via Ohrrpgce
The whole idea seems good, even if it ain't done yet. I am fine with a
default dwell of 0 for sequential.

On Wed, Jun 5, 2024, 8:59 AM Ralph Versteegen via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:

> O, this commit doesn't actually change the behaviour, it just sets up for
> that. I want to add a "dwell time" or "hold time" (time the attack sprite
> is stationary on the target) setting which is used by all the animations
> except Null, Wave, and spread Ring. (Currently, Driveby and Drop have 0
> dwell time.)
>
> Do you think the default dwell time for Sequential Project should be 0?
>
> On Wed, 5 Jun 2024 at 22:39, James Paige via Ohrrpgce <
> ohrrpgce@lists.motherhamster.org> wrote:
>
>> Oh! Very nice fix :)
>>
>>
>> On Wed, Jun 5, 2024, 3:54 AM subversion--- via Ohrrpgce <
>> ohrrpgce@lists.motherhamster.org> wrote:
>>
>>> teeemcee
>>> 2024-06-05 00:54:08 -0700 (Wed, 05 Jun 2024)
>>> 453
>>> Replace anim_flinchdone with a timer triggered by anim_flinchstart
>>>
>>> The BattleSprite.flinch_anim timer causes flinch_anim_eachtick to be
>>> called
>>> to handle the slide back to initial position animation after 3 ticks.
>>>
>>> The reason for this change is to allow changing the lengths of waits in
>>> the
>>> attack animations without upsetting the flinch animation. For example
>>> Sequential Projectile pauses on each target for 3 ticks because it's
>>> waiting
>>> for the flinch.
>>> ---
>>> U   wip/bmod.rbas
>>>
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Re: [Ohrrpgce] SVN: teeemcee/13551 Replace anim_flinchdone with a timer triggered by anim_flinchstart

2024-06-05 Thread Ralph Versteegen via Ohrrpgce
O, this commit doesn't actually change the behaviour, it just sets up for
that. I want to add a "dwell time" or "hold time" (time the attack sprite
is stationary on the target) setting which is used by all the animations
except Null, Wave, and spread Ring. (Currently, Driveby and Drop have 0
dwell time.)

Do you think the default dwell time for Sequential Project should be 0?

On Wed, 5 Jun 2024 at 22:39, James Paige via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:

> Oh! Very nice fix :)
>
>
> On Wed, Jun 5, 2024, 3:54 AM subversion--- via Ohrrpgce <
> ohrrpgce@lists.motherhamster.org> wrote:
>
>> teeemcee
>> 2024-06-05 00:54:08 -0700 (Wed, 05 Jun 2024)
>> 453
>> Replace anim_flinchdone with a timer triggered by anim_flinchstart
>>
>> The BattleSprite.flinch_anim timer causes flinch_anim_eachtick to be
>> called
>> to handle the slide back to initial position animation after 3 ticks.
>>
>> The reason for this change is to allow changing the lengths of waits in
>> the
>> attack animations without upsetting the flinch animation. For example
>> Sequential Projectile pauses on each target for 3 ticks because it's
>> waiting
>> for the flinch.
>> ---
>> U   wip/bmod.rbas
>>
>> ___
>> Ohrrpgce mailing list
>> ohrrpgce@lists.motherhamster.org
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>>
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Re: [Ohrrpgce] SVN: teeemcee/13551 Replace anim_flinchdone with a timer triggered by anim_flinchstart

2024-06-05 Thread James Paige via Ohrrpgce
Oh! Very nice fix :)


On Wed, Jun 5, 2024, 3:54 AM subversion--- via Ohrrpgce <
ohrrpgce@lists.motherhamster.org> wrote:

> teeemcee
> 2024-06-05 00:54:08 -0700 (Wed, 05 Jun 2024)
> 453
> Replace anim_flinchdone with a timer triggered by anim_flinchstart
>
> The BattleSprite.flinch_anim timer causes flinch_anim_eachtick to be called
> to handle the slide back to initial position animation after 3 ticks.
>
> The reason for this change is to allow changing the lengths of waits in the
> attack animations without upsetting the flinch animation. For example
> Sequential Projectile pauses on each target for 3 ticks because it's
> waiting
> for the flinch.
> ---
> U   wip/bmod.rbas
>
> ___
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> ohrrpgce@lists.motherhamster.org
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[Ohrrpgce] SVN: teeemcee/13551 Replace anim_flinchdone with a timer triggered by anim_flinchstart

2024-06-05 Thread subversion--- via Ohrrpgce
teeemcee
2024-06-05 00:54:08 -0700 (Wed, 05 Jun 2024)
453
Replace anim_flinchdone with a timer triggered by anim_flinchstart

The BattleSprite.flinch_anim timer causes flinch_anim_eachtick to be called
to handle the slide back to initial position animation after 3 ticks.

The reason for this change is to allow changing the lengths of waits in the
attack animations without upsetting the flinch animation. For example
Sequential Projectile pauses on each target for 3 ticks because it's waiting
for the flinch.
---
U   wip/bmod.rbas

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[Ohrrpgce] SVN: teeemcee/13550 Fix graphical bugs in Sequential Projectile and Drop attack animations

2024-06-05 Thread subversion--- via Ohrrpgce
teeemcee
2024-06-05 00:54:01 -0700 (Wed, 05 Jun 2024)
359
Fix graphical bugs in Sequential Projectile and Drop attack animations

The 2nd and later hits of a multihit Drop attack kept falling downwards (so 2nd
from the attacker and later ones would be out of sight).

Sequential Projectile hide the attacker's weapon after hitting the first target
but didn't reset them to the standing pose like all other animations.
---
U   wip/bmod.rbas
U   wip/bmodsubs.bas
U   wip/whatsnew.txt

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[Ohrrpgce] SVN: teeemcee/13549 Screen Center and spread Ring attack anims didn't have a 3 tick flinch l

2024-06-05 Thread subversion--- via Ohrrpgce
teeemcee
2024-06-05 00:53:47 -0700 (Wed, 05 Jun 2024)
307
Screen Center and spread Ring attack anims didn't have a 3 tick flinch like 
other animations

Screen Center caused a 1 tick flinch. Spread Ring was missing the first half of
the flinch, only showing showing the second reverse movement, so targets moved
*forward* before snapping back to original positions).
---
U   wip/bmod.rbas
U   wip/whatsnew.txt

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