Theme asset list

Creating a theme can demand patience as it can take time to get everything working. That's why there should be a text file containing a list of assets present in a theme, such as progress buttons, healthbars and the UI.

Rejected Response

1yr

[Preview] Values of PlayPre and WaitForPre should be set to defaults picking an emote in Scene component of Sequencer

When selecting an emote, the values of PlayPre and WaitForPre are left both as False. They should instead be automatically set to the emote's default, since manually setting the options to their default for each scene can be annoying.

New Response

1yr

Add escape code for # and \

It would be useful in order to add a # symbol or a \ symbol without the risk of accidentally inserting a text code or an escape code.

Rejected Response

1yr

Allow variable names in text codes.

It should be possible to use variable names in text codes like #[TIME] and #{SPEED}. This should be done with a dedicated syntax (e.g. #[(VARABLENAME)] or #[#(VARIABLENAME)], not #[VARIABLENAME]) so that there is no confusion between numbers and variables whose name consists entirely of digits. I can think of two possible use cases: first, having default named values that avoid inconsistencies, e.g. in timing or speed; second, being able to adjust the values in text codes based on user preferences.

New Response

1yr

Ability to specify characters to use when generating random strings

When generating random strings with GenerateRandom, you should be able to specify which characters should be used when making the random string. This could be done, for example, by passing as the third parameter of GenerateRandom a string containing the characters to use in generating the random string. In this case, it could be made so that characters appearing multiple times have a higher likelyhood of being used (e.g. if I passed "aaab", for each character in the random string there would be a 25% chance of it being a "b" and a 75% chance of it being an "a"). This could be useful when generating random foreing gibberish (e.g. Borginian) by specifying specific characters which are used for "Borginian" script in a custom font.

New Response

1yr

Investigation Button "Override"

When in an investigation, there should be a way to "override" what buttons do. E.G. You should be able to change the Move button to instead send you to a textbox saying "You can't move." or whatever you want to put there instead. It would also be nice if you could change what the text of the buttons themselves say, so maybe you could change "Move" to say "Not Move" or "Funny Button" or whatever you want.

Rejected Response

1yr

Multiple objectionable statement in Cross Examinations

It should be possible to mark more than one statement as objectionable in a Cross Examination. The reason why is that, in one testimony, it might make sense to object to more than one statement, and reducing the possible objectionable statements to one in these cases will make the player experience more frustrating.

New Response

1yr

Operations between booleans should be evaluated after other operations

When evaluating expressions, operators after a boolean should be evaluated after other operations. Example: the expression: 4 + 6 = 5 + 8 = 8 Currently returns True: 10 = 5 + 8 = 8 False + 8 = 8 8 = 8 True But, applying this suggestion, it would return False: 10 = 5 + 8 = 8 False + 8 = 8 False + True False This would allow to check for multiple conditions in If and Else If statements (e.g. #(a) = 5 + #(b) = "something").

Rejected Response

1yr

Ability to multiply booleans and numerals

It's currently possible to calculate sums and differences of booleans and numerals. Why not their product?

Rejected Response

1yr

Code Completion inserted on an indented line should indent all lines of inserted script.

If I use Code Completion on an indented line with a multi-line Instruction (e.g. If), as of now only the first line is indented, while the others are not. I suggest that all the lines of inserted text should be indented. This would avoid certain users the pain of manually indenting every line after the first. Example: Code Completing the Else Instruction here: ->before this comment<- Currently gives this: Else ( ->Your AACS here<- ); It should give this: Else ( ->Your AACS here<- );

Rejected Response

1yr

Automatically select right-clicked item in Code Editor file browser

It's just more intuitive that the thing you right-clicked on is the thing the menu options actualy take effect on. RIght-clicking on nothing should unselect everything.

New Response

1yr

Evidence added/updated popup

A way to display the animation that is usually displayed when evidence is added/updated. This is usually an animation involving a popup on the main screen, the evidence details (name, image, description) on the Court Record screen, or both. This could either be implemented as a new Instruction or as new parameters for the RevealRecord Instructions, In any case, the Instruction that allows this should have at least the following parameters: (String) The name of the evidence whose details should be shown. It would be useful for this evidence to be automatically revealed in the Court Record. (String, defaults to -) The name of the evidence that is being updated. Can be set to - if you want to show the Evidence Added animation instead. It would be useful for this evidence to be automatically hidden from the Court Record. (Boolean, default set in Asset Editor) Whether there should be a transition from the details of the evidence in 2) to the details of the evidence in 1). This transition consist of a flash after which the new evidence details are shown. It should be also possible to set a display mode for the evidence added/updated animation. This might better be done in the Asset Maker, since it's unlikely for people to need this changed. If implemented as a parameter, the default should be able to be set in the Asset Maker. The display modes should be as follows: Popup: A popup with the evidence details is displayed on the screen. It enters from a side and exits from a side. What sides it enters/exits from and how long it takes it to start the animation, enter the screen, transition, stay on screen, and leave the screen should be able to be customized through Themes or other means. These settings should be able to be set separately for Evidence Added and Evidence Updated animations. Court Record: The Court Record window is opened and the evidence details are animated. They exit from a side and enter from a side. The transition also involves the icon in the Court Record list. Popup and Court Record: Both of the above simultaneously For both the evidence details in the CR and the popup, it should be possible to customize (via Themes or other means): what side enter/exit from; (for CR details) whether they transition off-screen or after re-entering the screen; how long it takes them to start the animation, enter/leave the screen, transition, stay on/off screen, and leave/re-enter the screen. These settings should be able to be set separately for Evidence Added and Evidence Updated animations. These settings are necessary to syncronize the two animations in "Popup and Court Record" mode and to allow evidence to just enter the screen in "Court Record" mode when the evidence is being added. This will allow case-makers to provide a close-to-original experience without having to create popups for every single piece of evidence.

New Response

1yr

0

Built-in Theme Editor

When editing the Theme.xml file of a project, it can quickly become confusing as one can't know what effects the changes will have and/or if the final result will look good. That's why I suggest adding a built-in theme editor to the asset maker, where one can edit the theme's settings, preview them on a side screen then compile the changes into a new Theme.xml file.

New Response

1yr

Ability to rename projects from within the Asset Editor

It should be possible to rename projects from within the Asset Editor.

New Response

1yr

Flip Sprites

I would like a function where it would be possible to flip sprites. Such as, flipping 3D Edgeworth's sprites to act as defense. This function will make cases where we can recreate the first part of the bridge of the turnabout easier.

New Response

1yr

Repeat emote

In the Ace Attorney games, especially the 2D ones, some characters might repeat an emote they previously had, like Phoenix's desk slam. I suggest adding this to AACT with the PlayPreviousEmote instruction: it will have two booleans, both optional, and these the typical PlayPre and WaitForPre booleans.

Rejected Response

1yr

0

Store values across chapters and gameplay sessions

Currently, you cannot store a value across chapters. What I suggest is exactly that: there should be a way to store values across chapters. They should also persist across gameplay sessions (i.e. closing and opening the game should not reset the stored values). It should also be possible to set and get stored values from the script. Being able to use them directly as instruction parameters would also be quite useful. "Slots" for values, along with default values, could be defined in the Asset Maker. Cross-chapter values would be useful in two ways: relevant choices and custom options. Since I think that the way this would make relevant choices (i.e. choices that have an impact on the following chapters) possibile does not need explaining, I'll focus on the "options" part. Let's assume the possibility to have custom options will be added: then case developers might want to check what options were picked from within the script (e.g. if the option is a character's outfits, they might want to check it when loading the character). Cross-chapter values could be a way to do exactly that. But let's now assume the possibility to have custom options will not be added: then, with cross-chapter values, case developers would be able to make an "Options" chapter from which the player can set options. Since dynamic themes are already planned, it shouldn't be too difficult to make a convincing option screen. So, it would allow case developers more freedom as to the options in their games.

New Response

1yr

Display evidence on the right

So far in AACT, players could only display evidence on the left side of the screen, which made it difficult to set up a proper scene where the defense presents an evidence to the court. To counter this, I suggest adding an optional boolean to the DisplayEvidence instruction: if true, the evidence will be displayed on the right; else, or if the boolean isn't written, it will default to the left.

New Response

1yr

Forensic Investigations

Debuting in the first game's fifth case, "Rise of the Ashes", they are used periodically throughout the series. What I imagined as being able to be included are the two most essential tools: luminol and fingerprint powder. Luminol is used as a spray that turns blue when reacting to blood, while fingerprint powder uncovers oil residues coming from fingertip contact.

New Response

1yr

Built-in Example Theme

In order to ease the theme customization, with each newly created project on AACT, an example theme will be preinstalled as well, which users can customize to their liking. If multi-theme support comes with 2.1, users can copy-paste the example theme and customize the copy.

New Response

2yrs

Customizable cursor

This customization would belong to the Themes folder. It consists of three parts, those being three images for the cursor. The three images indicate which area is selectable: the first image will be shown if the player hovers over no selectable area, the second shows when they do and the third indicates that the area is selectable but has already been examined.

New Response

2yrs

Add @Include and custom templates to right-click menu

Currently, the right-click menu only has LoadScene and Cross-examinations. I thing that would be a good place to put two features: Custom templates: there should be a Template sub-menu with all available templates. There, you should be able to insert templates in the script. Include: There should be an Include submenu with all available scripts. It should let you add an @Include Instruction that includes the selected script

New Response

2yrs

Ability to name gameplay segments

You should be able to set the name of the current gameplay segment in the script. It would show up in the Load and Save menus to indicate at what point the player is in a specific save (e.g. "Day 1 - Investigation").

New Response

2yrs

Ability to @Include templates and replace %VALUE%s

Exactly what it says on the tin. It could even be a separate instruction, as long as it allows to replace %VALUE%s when including scripts.

New Response

2yrs

Multiple %VALUE%s in templates

Currently, you can only replace one value in templates. I suggest that you should be able to replace multiple values. This could be done by having a character or a series of characters act as a separator between values in the Value field of the template menu, e.g., if the separator were "||", entering "Value 1||2||PlayFrame:[3];" in the Value field would specify three values: "Value 1", "2" and "PlayFrame:[3];". Then the first %VALUE% would be replaced with the first value, the second %VALUE% with the second value, and so on. The remaining %VALUE%s would be deleted. It would also be handy to have numbered %VALUE%s (e.g. %VALUE1%, %VALUE2%, etc...) which would always be replaced with their respective value (i.e. %VALUE1% would always be replaced with the first value, %VALUE2% with the second, etc...). Numbered %VALUE%s exceeding the number of values would be deleted (e.g. if there are only 10 values, %VALUE11% and %VALUE32% would be deleted).

Rejected Response

2yrs

Checkpoints

You should be able to prompt the player to save the game, like in Ace Attorney games at the end of a trial or investigation.

New Response

2yrs

"-><-" button should uncomment if selected section is commented

If you select a comment or part of a comment and then click the &quot;-&gt;&lt;-&quot; button, it should uncomment the comment. Alternatively, an uncomment button could be added.

New Response

2yrs

Log instruction

An instruction to log something in the game log. Would be useful for testing variable values. e.g.: Log:[&quot;My variable is now #(MyVariable)&quot;];

New Response

2yrs

Sounds during investigations

In order to give the player a more accurate feedback during investigation sequences, I suggest making sounds play during two points: one, when the player hovers over a selectable spot, and two, when they click on one. Additionally, when the player hovers over a selectable spot, the reticule could change colors for more accurate feedback.

New Response

2yrs

Allow animated PNGs with .png extension

Right now AACT only looks for animated PNGs if they have the .apng extension. I suggest also looking for .png extensions, for the convenience of not having to rename every file before importing into AACT.

New Response

2yrs

Customize starting loop point for music

Right now AACT loops all music automatically; once it reaches the end of the audio file it restarts at the beginning. This isn't great for seamless background music, especially if the track has an introduction that's only meant to be heard once (i.e. the Defendant Lobby theme). I suggest adding a parameter to PlayMusic to define a starting loop point. When AACT reaches the end of the audio file, loop back to the defined sample and resume. Ideally this would be measured in samples instead of milliseconds, since samples are precise enough to make truly seamless audio loops.

New Response

2yrs

Keyboard shortcuts

There should be keyboard shortcuts within the game that can be customized through a menu. The actions that can be associated with keyboard shortcuts should be at least the same as in the Ace Attorney Trilogy. It would also be nice to be able to change the default shortcuts for your game.

New Response

2yrs

Add a more complex menu screen.

I would like AACT to impliment a more complex menu screen like the ones that are present on the official Ace Attorney games. This feature is to make our fan-games look more similar to the official ones and adds professionalism.

New

2yrs

Division should return truncated quotient

Since I doubt that anyone uses division with decimals, I suggest that the current division operator be turned into a &quot;truncated division&quot; operator, i.e. a division should return the truncated quotient. This would also allow to perform modulo operations as follows: Set #(VarModDiv) = 0 - #(Var) / #(Div) * #(Div) + #(Var); If #(VarModDiv) &lt; 0 ( Set #(VarModDiv) = #(VarModDiv) + #(Div) ); Modulo operations have some plausible use cases (e.g. make something happen every n times something else happens), which is why I believe this change would be an improvement.

Completed Response

2yrs

Right click to back

Allowing to right-click instead of going for the back button everytime it appears. QoL all the way.

New Response

2yrs

SelectSpot with no arguments

Similar to PickEvidence:[-]. It would prompt the player to pick a spot and then it would store the selected X and Y position in two variables (e.g. #(Sys_SelectedXPos) and #(Sys_SelectedYPos)). The player could then check the selected position in an If Instruction. It could be used to define more precise boundaries for the correct answers and to create custom mechanics.

Completed Response

2yrs

Random number generator

A way to assign a random value to a variable within a specified range. Could be useful to play different dialogues randomly upon performing the same action.

Completed Response

2yrs

Overlapping Sprites

A variable to make sprites overlap on the same position. The reason this could potentially be useful is because it could, for example, be used to create original content to create more investigation mechanics similar to the magatama that have not been created before, without taking a large majority of AACT's development time hopefully.

New Response

2yrs

Achievements

The possibility to give the player achievements. You could add a button to the Chapter Selection screen to see all the achievements you got. Achievements would be defined in the Asset Maker, in a similar fashion to evidence. You should be able to set whether they are hidden (they don't show up in the achievements menu until you get them) or not (a greyed-out preview shows up if you haven't gotten them). You would then be able to grant or revoke them through a specific instruction. It may also be useful to be able to check whether the player already has a certain achievement or not from within the script.

New Response

2yrs

Images displayed in Book Format

Allow evidence to have multiple images under it's &quot;Check&quot; function. Would align with evidence already in the mainline games, like long documents.

Completed Response

2yrs

Keyboard Shortcut for Quick Test

A keyboard shortcut for Quick Test, for everyone who is too lazy to move a mouse. I'd suggest a function key (e.g. F5) because it's quicker since you only have to press one key (cfr. CTRL+R, which requires you to press not one, but TWO keys).

Completed Response

2yrs

0

Free Range Movement

Movement like in the investigations games would be a great addition. Something like having the game creator chose how big and where physical boundaries should go so they can adjust to whatever map they create. And I imagine something like &quot;Logic&quot; would be a bit hard to create successfully, but having the ability to create either a full investigations game or a mix between normal gameplay and investigations gameplay would bring about more creative options for game making.

New Response

2yrs

Custom blip on DisplayText

Replace the is Typewriter parameter with a new one where you can write the blip sound effect to use in the text. If the value is empty the text use the blip of the character on screen.

New Response

2yrs

Timers

This feature would be composed of two instructions: SetTimer and DisplayTimer. SetTimer has two parameters: the alloted time (with 60 seconds as the default value) and an optional frame ID that gets executed when time is up. DisplayTimer just displays the prepared timer.

Completed Response

2yrs

0

Support for PickEvidence with one argument in cross-examinations

I think cross-examinations should support PickEvidence instructions with a single argument. Presenting evidence would play the SEV statement and at the same time store the evidence name, display name and type in the same variables where they are stored outside cross-examinations. An alternative could be to have a third cross-examination type that plays the SEV frame and saves the evidence data and the statement number in variables every time evidence is presented.

Completed Response

2yrs

Transition Sprite

A transitional sprite that would go from one emote to the next by going through the normal emote, like in Dual Destinies or Spirit of Justice. For example, we could transition from Edgeworth's damage sprite to his smirk sprite by going from Damage to Normal then from Normal to smirk.

Rejected Response

2yrs

Theme Editor

A graphical editor to create themes. Instead of directly editing theme.xml file, the user would be able to edit theme assets by dragging and moving. Additional method of input by numbers should also be supported. That way we don't have to run quick tests whenever we want to test edited themes.

New Response

2yrs

0

Scanning

Used during investigation segments. During Scanning, the player will examine an object in more detail and search for a fingerprint or a tiny blood splatter.

Rejected Response

2yrs

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