90 lines
3.4 KiB
Plaintext
90 lines
3.4 KiB
Plaintext
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Ugantan Nightmare
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A movie scenario by The Creator
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Thank you for downloading this extremely brief scenario. The
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.zip file should contain the following items:
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uganta.txt
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uganta.bmp
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uganta.meg
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uganta.exs
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uganta.txt - The readme file, which you are reading right now.
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uganta.bmp - The custom graphics file for PC users. These are
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essential to the scenario and must be working properly.
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uganta.meg - The same thing, but for Mac users.
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uganta.exs - The scenario itself. This is likely to be the
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shortest scenario you will play in your life. Play time should
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take less than a minute.
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Strictly speaking, this isn't even a scenario. It is, for all
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pratical purposes, a movie. The prescence of your party is only
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because there is no other way to do it in Blades of Exile.
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I don't know for certain how well it will work on other computers.
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It has not been beta-tested. I didn't really see the point in it
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for something so small.
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This scenario was constructed for two reasons. First, to
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form part of the story that was begun in The Isle of Boredom.
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If you have not played it, you will most likely understand
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none of the events of this scenario.
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Secondly, and more importantly, to showcase a new animation
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technique. details of this technique can be found below if you
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wish to use it yourself.
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Thanks to Shisha for the "Robed Figure" graphic and to Tim
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Farland for the "Blackheart" graphic, both of which are used
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in this scenario. All other custom graphics are either originals
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or edits by myself.
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******************
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Frame Animation
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******************
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This is the method that I used to create this scenario. I have
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several towns full of frozen scenes, each slightly different
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from the next. With stairway nodes, I moved the
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party from one to the next in rapid succession. I would
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occasionally intersperse this with various nodes such as sound
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effects or explosions.
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One problem with this is speed. Everything happens very fast. To
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slow everything down enough for the player to absorb what is
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happening, it is often necessary to enter the same scene
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multiple times. I also recommend playing sounds at every
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opportunity, as these take some time to play. For example, you
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will hear footstep noises very frequently in this scenario.
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Another problem that can arise is an inability to see everything
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clearly. I got around this by making all terrain transparent.
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A third and much more serious problem arises when you approach
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the 50-node chain limit, and trust me, this doesn't take long at
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all. To beat this, you paste several different nodes (using the
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paste command on the toolbar) that each start an animation chain
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onto the same spot. When the first node chain ends the next one
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will begin.
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The order that the node chains are called in depends
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on the number of the first node in the chain. i.e. If the nodes
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pasted on the one spot are 0, 5, 2, and 7, the chain that begins
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with node 0 will go first, followed by the one that begins with
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node 2. Then will come nodes 5 and 7, in that order.
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Every chain that is followed by another MUST end in the same town
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that it started in. You can flip from town 34 to town 73 to town 8
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in the meantime, but it has to end in the same town as the first
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node of the next chain.
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More detailed information can be found at http://www.personal.psu.edu/staff/b/x/bxb11/boe/progcontest/Contest.htm
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by downloading "Complex Animations". |