Re: [Ohrrpgce] SVN: james/13552 Add BattleSprite.flinch_anim to fix broken build (I am guessing it was l
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 > > ___ > Ohrrpgce mailing list > ohrrpgce@lists.motherhamster.org > http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org > ___ Ohrrpgce mailing list ohrrpgce@lists.motherhamster.org http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
[Ohrrpgce] SVN: james/13554 (Blain Maguire) shell template hides everything but canvas by default. c
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 ___ Ohrrpgce mailing list ohrrpgce@lists.motherhamster.org http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
[Ohrrpgce] SVN: james/13552 Add BattleSprite.flinch_anim to fix broken build (I am guessing it was l
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 ___ Ohrrpgce mailing list ohrrpgce@lists.motherhamster.org http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
Re: [Ohrrpgce] SVN: teeemcee/13551 Replace anim_flinchdone with a timer triggered by anim_flinchstart
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 >>> >>> ___ >>> Ohrrpgce mailing list >>> ohrrpgce@lists.motherhamster.org >>> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org >>> >> ___ >> Ohrrpgce mailing list >> ohrrpgce@lists.motherhamster.org >> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org >> > ___ > Ohrrpgce mailing list > ohrrpgce@lists.motherhamster.org > http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org > ___ Ohrrpgce mailing list ohrrpgce@lists.motherhamster.org http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
Re: [Ohrrpgce] SVN: teeemcee/13551 Replace anim_flinchdone with a timer triggered by anim_flinchstart
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 >> http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org >> > ___ > Ohrrpgce mailing list > ohrrpgce@lists.motherhamster.org > http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org > ___ Ohrrpgce mailing list ohrrpgce@lists.motherhamster.org http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
Re: [Ohrrpgce] SVN: teeemcee/13551 Replace anim_flinchdone with a timer triggered by anim_flinchstart
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 > http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org > ___ Ohrrpgce mailing list ohrrpgce@lists.motherhamster.org http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
[Ohrrpgce] SVN: teeemcee/13551 Replace anim_flinchdone with a timer triggered by anim_flinchstart
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 http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
[Ohrrpgce] SVN: teeemcee/13550 Fix graphical bugs in Sequential Projectile and Drop attack animations
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 ___ Ohrrpgce mailing list ohrrpgce@lists.motherhamster.org http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
[Ohrrpgce] SVN: teeemcee/13549 Screen Center and spread Ring attack anims didn't have a 3 tick flinch l
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 ___ Ohrrpgce mailing list ohrrpgce@lists.motherhamster.org http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org