[ian-reeds-games] Re: A couple of questions

  • From: Monkey <murtagh69.monkeys@xxxxxxxxx>
  • To: ian-reeds-games@xxxxxxxxxxxxx
  • Date: Sun, 19 Apr 2015 23:51:19 -0600

Sometimes it is, yes. Other times I'm disappointed because I want to
see how far I can get while still not noticing an opponent. (That's
mainly for a level in which I have a couple guys protecting a castle
from many enemies, but still counts.)

On 4/19/15, Jono Heaps <jono_heaps@xxxxxxxxxx> wrote:

Haha. Well even if you do accidentally skip the music, it must be a
pleasant
surprise to know that you beat the map earlier than you'd expected to.

And I'm not sure how a feature could be a creep to implement, but I know
less than nothing about scripting/programming so that ain't surprising. :D

-----Original Message-----
From: ian-reeds-games-bounce@xxxxxxxxxxxxx
[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Monkey
Sent: Monday, 20 April 2015 5:05 p.m.
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] Re: A couple of questions

How would a feature be a creep to implement?

Sometimes I can tell, but others I can't. Sometimes I think I still have
another couple of opponents lying around somewhere on the other side of the
map, then suddenly...derp, guess I beat it already.

On 4/19/15, Jono Heaps <jono_heaps@xxxxxxxxxx> wrote:
Lol. Feature creep. My first thought was that it was someone who was a
creep about wanting too many features and making Craig work too hard.
Perhaps it's a feature that's a creep to implement.

About skipping the victory music, I can't say I've ever had that
problem. I usually know exactly which turn it is that I'm going to win
the map, So I can scroll through carefully on that particular turn to
avoid skipping anything. You should usually be able to tell when you're
close to victory.

Jono


-----Original Message-----
From: ian-reeds-games-bounce@xxxxxxxxxxxxx
[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Monkey
Sent: Monday, 20 April 2015 12:50 p.m.
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] Re: A couple of questions

"Feature creep"? What do you mean?

The only cutscenes I remember seeing are on defeat, but that was only
when you have one unit that if it dies then you have game over...

It makes sense to an extent, but I found it too easy to skip before I
even noticed. Like...if we could have a setting that gave us the
option to skip the music or not, or if the music could play but we'd
still have the "return to main menu" and "return to map selection
menu" buttons while it's going.
Or even have a certain key be pressed to skip, such as the space bar,
so if you hit other keys it still plays.
Sorry, I guess that's just me being nitpicky! *shrug*



On 4/19/15, Craig Brett <dmarc-noreply@xxxxxxxxxxxxx> wrote:
I sense feature creep here... lol. I do want to do some of those
other ones, though. And in other ways, as they'd fit in with plans
I've completed recently.

I can do the step sounds not playing when you have a flying effect,
that's not too tough.

Cutscenes you can already do, I believe. I'm sure Allan used to have
Cutscenes in one of his map packs on map start, and I believe you can
do it on victory. Can't quite remember how it was done though. I
think it was leveraging something that was originally in for another
game that's in TB.

I get the skipping the victory music with keys, it makes sense to me.
Especially as some map packs have rather long victory music, so you'd
want to skip that. I can't think of a middle ground way right now,
but it is late.

On 19/04/2015 21:39, Monkey wrote:
It is, as far as I know. I meant to link the two, so that when
you're flying or levitating it won't play the sound, but once you're
grounded and moving the sound is played again.
Speaking of sounds, why is it that when you are either victorious or
defeated when playing you can skip the following music by pressing
any key? Half the time when I'm playing I keep going through the
motions to attack and end up missing the music, and only notice I've
finished when I get the "return to main menu" or "return to map
selection"
messages. And would it be possible in the future to have victory and
defeat sounds specified to individual maps as well? (I'd really like
to suggest cutscenes but I'm not sure we're at that point yet...)



On 4/19/15, Craig Brett <dmarc-noreply@xxxxxxxxxxxxx> wrote:
How do you mean in regards to the not_effect_flying flag? I thought
that was just for tile effects, rather than for terrain step sounds
themselves. I can make it so that step sounds aren't played for
flying units, which might well make sense.

As for storyline, yeah, could be done. I think.

On 12/04/2015 13:59, Monkey wrote:
Hello,

Has anyone else been thinking about a "storyline" feature? So you
would have to play the maps in a certain order if the storyline
flag is enabled...

And...related to the step_sound= flag. Wouldn't it make sense to
make it compatible with the not_affect_flying flag? So that a
flying unit that is moving over snow, for example, doesn't sound
like it is walking through snow, since technically it's flying, or
levitating, or floating, or what have you.









--
-Mew
__________
http://www.savethefrogs.com/





--
-Mew
__________
http://www.savethefrogs.com/





--
-Mew
__________
http://www.savethefrogs.com/

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