When I played AAO for the first time, magatama usage seemed unnatural. I had to click a button, which was only in half of a case in AJ, rather than presenting the magatama, in JFA, and T&T. Now with the development open, I tried to program that into the editor and player, but it was too complicated. Could I please have someone to help me with this development?
Thank you,
AceAttorneyMaster111
[E][P] Psyche-Lock Flexibility
Moderator: EN - Forum Moderators
-
- Posts: 468
- Joined: Sat Sep 27, 2014 6:46 pm
- Gender: Male
- Spoken languages: English, français, un poco de español, עברית
- Location: USA
- Enthalpy
- Community Manager
- Posts: 5172
- Joined: Wed Jan 04, 2012 4:40 am
- Gender: Male
- Spoken languages: English, limited Spanish
Re: [E][P] Psyche-Lock Flexibility
I oppose this change. To reduce confusion, we should have one standard for how to start a psyche-lock. The current "magatama button" is perfectly functional, already written, familiar to most users of AAO, not confusing, and consistent with the standard that the canon series adopted in AJ and continued in DD. There's also a possible loss of retro-compatibility. What if a conversation has a magatama present conversation and a psyche-lock conversation? How do we want to adapt that over?
And don't get me started on the problems that arise when you think through what an implementation would look like...
And don't get me started on the problems that arise when you think through what an implementation would look like...
[D]isordered speech is not so much injury to the lips that give it forth, as to the disproportion and incoherence of things in themselves, so negligently expressed. ~ Ben Jonson
- Unas
- Admin / Site programmer
- Posts: 8850
- Joined: Tue Jul 10, 2007 4:43 pm
- Gender: Male
- Spoken languages: Français, English, Español
- Contact:
Re: [E][P] Psyche-Lock Flexibility
I agree that consistency is best - I'd rather have one standard solution, and the one currently implemented seems the best to me.
That being said, people who want to tweak their case a bit in that direction can do it in V6, psyche locks already are a lot more flexible than they used to be.
- Create a psyche locks conversation (but keep it hidden so that the trigger icon is not displayed to the player)
- Try to create a "present evidence" conversation with a magatama, and on its first frame you can redirect to the first frame of the psyche locks conversation.
It would not have worked in V5, but if I'm not mistaken it should work in V6.
That being said, people who want to tweak their case a bit in that direction can do it in V6, psyche locks already are a lot more flexible than they used to be.
- Create a psyche locks conversation (but keep it hidden so that the trigger icon is not displayed to the player)
- Try to create a "present evidence" conversation with a magatama, and on its first frame you can redirect to the first frame of the psyche locks conversation.
It would not have worked in V5, but if I'm not mistaken it should work in V6.
-
- Posts: 468
- Joined: Sat Sep 27, 2014 6:46 pm
- Gender: Male
- Spoken languages: English, français, un poco de español, עברית
- Location: USA
Re: [E][P] Psyche-Lock Flexibility
I'll try it. BTW, should this be moved to Help and Support or Comments and Ideas?
- Enthalpy
- Community Manager
- Posts: 5172
- Joined: Wed Jan 04, 2012 4:40 am
- Gender: Male
- Spoken languages: English, limited Spanish
Re: [E][P] Psyche-Lock Flexibility
This is a feature suggestion that doesn't include a highly detailed implementation plan, so it belongs in Comments and Ideas.
[D]isordered speech is not so much injury to the lips that give it forth, as to the disproportion and incoherence of things in themselves, so negligently expressed. ~ Ben Jonson