Comments (15)
Added graphics. Comm graphics needs to be re-programmed.
Original comment by [email protected]
on 10 Dec 2012 at 11:15
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Got the purple bg working (rudimentarily). Now we need the blue gfx.
Original comment by [email protected]
on 12 Dec 2012 at 1:48
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When does the background turn blue? Anyways... blue graphics addded. More
frames from red to purple too.
Ping-Pong. Back to Jaakko!
Original comment by [email protected]
on 13 Dec 2012 at 1:15
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It turns blue at the very first time you encounter Melnorme, if you threaten
them. It's their "attack" color :-)
Original comment by [email protected]
on 13 Dec 2012 at 2:27
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Blue now added in addition to purple. Will need to test though.
Original comment by [email protected]
on 14 Dec 2012 at 9:22
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Original comment by [email protected]
on 14 Dec 2012 at 9:22
- Changed state: Started
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I haven't still figured out a way to make the transition smooth instead of
single-frame change. Increasing .pngs and lines in the .ani file don't help,
it's a matter of getting the ONE_SHOT_ANIM wirking correctly. Need to figure
out how it goes...
Original comment by [email protected]
on 14 Dec 2012 at 9:35
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They should work now! (r697)
Original comment by [email protected]
on 14 Dec 2012 at 10:14
- Changed state: Fixed
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Nice!
Original comment by [email protected]
on 20 Dec 2012 at 6:32
- Changed state: Verified
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It seems the screen turns purple twice when you meet the melnorme.
It immediately goes from red to purple when he starts speaking, then back to
red, then back to purple where it stays.
In my memory, it's red as long as he talks, until he starts trading "Now, What
can We do For you, Today?" and then it becomes purple and stays purple.
Original comment by [email protected]
on 21 Dec 2012 at 6:10
- Changed state: Accepted
from uqm-hd.
Well spotted. I removed an unnecessary color change from the start of Melnorme
comms, worked for me, but do test still!
Original comment by [email protected]
on 21 Dec 2012 at 7:08
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Original comment by [email protected]
on 21 Dec 2012 at 7:15
- Changed state: Fixed
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Still a glitch when switching from blue back to red.
This happens when you have threatened the Melnorme (they switch to blue) and
then later in the conversation you tell them you were joking and were just
"testing" and are in fact friendly. They turn back to red, but you can see some
sort of a square visually (probably not enough steps to make it smooth or
something).
I am adjusting the title and putting it back to open on a low priority.
Original comment by [email protected]
on 26 Dec 2012 at 4:33
- Changed title: Melnorme background switch from blue to red is jerky
- Changed state: Accepted
- Added labels: Priority-Low
- Removed labels: Priority-Medium
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r821 should take care of this!
Original comment by [email protected]
on 28 Dec 2012 at 1:14
- Changed state: Fixed
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Verified.
Original comment by [email protected]
on 25 Mar 2013 at 6:20
- Changed state: Verified
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Related Issues (20)
- No ending in HD resolutions HOT 3
- Lander text is hard to read HOT 2
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- A small improvement coudl boost the look of 2x setupmenu. HOT 2
- Bomb blueprint alignment HOT 2
- Network control -graphic needs 2x and 4x versions HOT 1
- Unable to save games after talking to the Mycon on their homeworld! HOT 1
- Migrate to git? HOT 2
- Version 3: Trying out SPINE / More frames for hi-res biocritters HOT 2
- Probe.fon in 4x has improperly sized letters
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- Teleporting into Sa-Matra, ships spawning into planets HOT 1
- Sa-Matra generators too small in 2x and 4x HOT 3
- Syreen: Lured men are hard to see in close combat. HOT 1
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- kohrah-001.png too small in 640x480 HOT 1
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