And a
PR posted.
This was accompanied by a big rewrite of the widget that displays player's face, so I am attaching a test hold. Instruction are in the scrolls but here's a copy:
Click here to view the secret text
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BIG TEST (Entrance)
Use special command to switch characters.
1. Avatar should always display expected face (gel Baby has skell face).
2. Dying and killing halph should use current player face.
A) Use special command to toggle between characters:
- Beethro (animated, moods, eye movement)
- Gunthro (animated, moods, eye movement)
- Halph (moods)
- 39th Slayer (nothing special)
- Goblin
- Custom Character, using Stalwart sprite (has custom image avatar)
B) Check every test case with each character, if possible
C) Tar baby is critical hero
D) For the most part things should behave as in the old game, minus any bugs that were fixed
E) Speaker face takes highest priority, then dying face, then player face
1. Bumping into a wall should change mood to Aggressive for a short moment
2. Bumping into a pit should change mood to Nervous for a short moment
3. Killing a monster should change mood to Strike for a short moment
4. Winning a room should change mood to Happy for the duration of the victory cry.
a) You MUST have sound enabled and most likely non-zero volume
b) Due to how things are coded just undoing will most likely not replay the effect, so restart the room when testing another character
5. Reading should show reading animation of the pupils
6. Check dying (death mood), killing Halph and killing critical hero (nervous mood)
7. Various speeches should work as intended
8. Standing with a roach behind you should trigger nervous mood
9. Having a sword next to a roach should trigger aggressive mood
Sleeping (1S)
Sleeping should happen after 21 seconds of not moving, works only for Beethro and Gunthro.
Player Role None & Defautls (1S1E)
The following should happen during the cutscene:
1. First Gunthro avatar should appear while speaking
2. Then when no one is speaking and Player is invisible, default to Beethro portrait.
3. Then when player appears as Guard, change portrait to Guard
4. Then when player disappears, revert back to Beethro.
5. Then when Gunthro NPC appears, change portrait to Gunthro
6. When cutscene ends, revert back to Beethro
Also, this PR changes one behavior - previously a speaking character's portrait was prioritised over player's dying animation, but this change swaps it. Even if someone is speaking you'll see Beethro flap his tongue around. It was not intentional, happened as a consequence of making something else work and I don't know if it's a good change or no-one cares about it. I can see reasons for keeping it and reverting it, so I'll leave it up to you to discuss and Mike to make the final call.
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[Last edited by skell at 10-08-2020 08:17 PM]