The question is, will we be able to get all of the cutscenes covered in a small amount of ExGFX files? We can easily use tilesets from the hack to fill in the landscape, but I imagine the sprites might take quite a bit more space.
Originally posted by leod
I actually don't see the problem in the current speed, it's a little bit slower than reading speed, but a lot of games do that.
Either way, I just doubled the speed of that gif to get a rough estimate of how it looks:
Doesn't actually look bad at all in my opinion and as long as you make sure to never overload the player with text before it waits for input, it should be just dandy.
If that's how it'd be in-game, that is.
Either way, I just doubled the speed of that gif to get a rough estimate of how it looks:
Doesn't actually look bad at all in my opinion and as long as you make sure to never overload the player with text before it waits for input, it should be just dandy.
If that's how it'd be in-game, that is.
Here's another idea. In Zelda LTTP, the text scrolls sort of like that. It's about that speed, and it rolls over a few lines before you hit the button to progress it. And if you hit A while it's scrolling, it speeds up until it reaches the next input point.
It may be worth making it slow, but coding it to speed up if you keep pressing A. You already have a similar idea, so it shouldn't be too hard.
Also: Seeing WYE's text in action made it grow on me. I'd say stick with it.
"(Z->)90° - (E-N²W)90°t=1"
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Current project: Mario's Kool-Aid Acid Trip