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Lab Assistant
Original Poster
#101 Old 29th Oct 2024 at 12:46 AM

Guys! I gave a major Magic Cookie facelift to all the objects from The List. You can now rest assured our objects will not be confused with other Maxis objects, or [maybe] crash your game. It's about time I allow myself to be called a the sims creator, even when belonging to the loosest portion of the participatory culture pyramid! You only deserve the best. So sorry for slipping up on it till now.


PIAZZI ROCKS
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Lab Assistant
Original Poster
#102 Old 1st Nov 2024 at 3:37 PM Last edited by LUCPIX : 1st Nov 2024 at 4:40 PM.
Today's Goody::

Paint your future... pain to your future?

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Easel.iffWith its custom magic cookie blessings, SimOrganizer-powered Buy Mode epistemology and acquired Transmogrifier skills, maybe it's the first port that will not embarrass me over the long run. Well, behold a rotationally hybrid item. The isolated easel sprites follow the standard "back-n-front" arrangement, whilst we have canvases whose horizontally flipped IDs are unique graphics other than mirrored versions. If it were the first object I worked on in this project, I would've given up immediately! On the other hand: lucky for us, a portion of is betaish code (e.g. early messages that always tell the player that the Sim has finished her or his painting) can be found intact hidden away within their due scripting trees (they're just sort of widowed though: none of the existing primitive nodes connect themselves to that), so you can definitely expect some extra behaviors here (yet nothing too fancy as this object isn't that different from its finalized iteration anyway; but, hey, at least your Sims will have something different to paint, beyond a mysterious RL wedding setting, I suppose!? ). LUCPIXlpx_1998_easel.iff



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PIAZZI ROCKS
(so do you)
https://www.youtube.com/LUCPIX
Test Subject
#103 Old 1st Nov 2024 at 8:21 PM Last edited by purplewowies : 1st Nov 2024 at 8:35 PM.
Ooh, this will be perfect for Level 2, which I've just managed to get tested! (Spoilers: I was very bad at keeping two Sims happy but what else is new? XD)

The Level 2 object appears to work well but is MUCH more likely (compared to Level 1, which COULD do it but usually DIDN'T) to throw an advice dialog prior to the level info dialog popping up. I can think of a way to prevent this but I don't know if it will work (my first idea I think kept the scenario from running at all while it just waited forever). Will need to give the new idea a shot later!
Lab Assistant
Original Poster
#104 Old 2nd Nov 2024 at 3:52 PM
Quote: Originally posted by purplewowies
Ooh, this will be perfect for Level 2, which I've just managed to get tested! (Spoilers: I was very bad at keeping two Sims happy but what else is new? XD)

The Level 2 object appears to work well but is MUCH more likely (compared to Level 1, which COULD do it but usually DIDN'T) to throw an advice dialog prior to the level info dialog popping up. I can think of a way to prevent this but I don't know if it will work (my first idea I think kept the scenario from running at all while it just waited forever). Will need to give the new idea a shot later!


Level 2 is the episode with the girls, right? Looool -- that mansion they live in contains all the trickiest objects I've actively avoided in the beginning, in the context of proto porting. Maybe you can develop something along the lines of temp variables on which the advice messages can only appear if its value is different from its value right after calling the dialog primitive with the level info text. It's but my baseless and speculative go, though! Maybe it isn't as straightforward as that. But you'll find a way~

105 posts already. holy shit!


PIAZZI ROCKS
(so do you)
https://www.youtube.com/LUCPIX
Test Subject
#105 Old 2nd Nov 2024 at 7:03 PM
It's the one where they're waiting for inheritance in order to buy a larger house, yeah! What I had tried before was looping between the first line and a "has the level info popped up yet?" which never happened because the level info is further in the bhav that calls the tutorial so it never got there... the way I fixed it just now (and what I thought might work) was instead of looping I'd just have it check if the level info showed up (level info has an attribute in the object that can be checked) and then exit the tutorial if it hadn't (so that it ran the rest of the processing and looped back to it later, at which point it would have run the level info and worked as expected). Might even go back and add that behavior to level 1 to completely prevent early dialogs if I have time sometime.

I think even though I've only been working on it a short while, level 2 is really close to finished now. I think it just needs some polish (and thorough testing to make sure it runs right, and maybe investigating if I can clean up the sprite or not) and then it's good to be released into the wild!
Lab Assistant
Original Poster
#106 Old 6th Nov 2024 at 7:22 PM Last edited by LUCPIX : 6th Nov 2024 at 9:24 PM.
USA folks: Holy s***! Wipe your tears! What's done is done! Comfort yourself that you're on the good side of history all along!



On to the topic's topic: I just did a ridiculously minor adjustment to our "bookshelf for those who won't read", hence why I updated its respective CC from the list. It was one of my first conversion experiments. In the beginning of the project keeping 2-tile sprites well combined to themselves seemed more crucial than making sure the sprites were positioned on the world proto-accurately. Obviously we got the hang of it now, and we can achieve both tasks with flying colors---even though the original CC wasn't that incorrect — only 1 particular rotation was two or four pixels off.
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PIAZZI ROCKS
(so do you)
https://www.youtube.com/LUCPIX
Lab Assistant
Original Poster
#107 Old Yesterday at 8:21 PM
:
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FridgeEx.iffWhat a beautiful fridge! LUCPIXlpx_1998_fridgeex.iff






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PIAZZI ROCKS
(so do you)
https://www.youtube.com/LUCPIX
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