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Proper End credits

Posted: Sun Nov 25, 2012 1:42 am
by msyblade
Something I think that should be essential in all mods we make is proper credits giving due thanx to all of the contributers.
So I thought I'd paste mine to give an example for people who, like me, use the assets available here liberally. I'll paste the actual code afterward for anyone having trouble getting end credits to work.
SpoilerShow
Hotel Hades 2 Credits:

Designed, written, and created by msyblade

Custom assets:
Custom Wallsets by Daniv

Custom Alcoves by Neikun, batty and crisman

Custom spells by Grimwold

Randomized Tomes by Ixnatifual

The ability to put a project like this together:
The entire, awesome community on the grimrock.net forum.

Playtesters/Creative input:

subaruswift (The Original)

Neikun (The Pro)

twist86 (The Connoisseur)

aljen77 (The Completionist)

Thanx so much for playing!!
Make a connector in the editor (pressure plates, or monster onDie hooks work great),
to a script entity with a function call ie:

Code: Select all

"function ending()"
completeGame ("mod_assets/cinematics/ending.lua")
end
Here's a working end script. You need no custom assets except to have an .ogg file in mod_assets/sounds named intro.ogg or rename it however you like in the script. Also a good idea to get a custom pic for showImage.Otherwise just change the names of the mod, and contributers, and it's ready to go. It has two phases, a storyline outro, then onclick to credits. Enjoy!

Code: Select all

enableUserInput()
startMusic("mod_assets/sounds/intro.ogg")

showImage("assets/textures/cinematic/intro/page02.tga")
fadeIn(2)

-- show the title text
sleep(1)
setFont("IntroTitle")
showText("The End", 3)
sleep(2)
fadeOutText(1)

-- show the story text
sleep(1)
setFont("Intro")
textWriter([[
 Enter your game end storyline text here, 

use enter to get proper spacing, but limit to one page

]])
click()
fadeOutText(0.5)

-- show the story text
sleep(1)
setFont("Intro")
textWriter([[
"Your Mod" Credits:

     Designed, written, and created by "you"

            Custom assets:
Custom Wallsets by Daniv

Custom Alcoves by Neikun, batty and crisman

Custom spells by Grimwold

Randomized Tomes by Ixnatifual

The ability to put a project like this together: 
The entire, awesome community on the grimrock.net forum.

                     Playtesters/Creative input:

subaruswift (The Original)

Neikun    (The Pro)

twist86   (The Connoisseur)

aljen77  (The Completionist)  

Thanx so much for playing!!
]])
click()
fadeOutText(0.5)

fadeOut(4)
fadeOutMusic(3)
Cool?

Re: Proper End credits

Posted: Sun Nov 25, 2012 3:04 am
by Komag
This looks good and helpful. I agree that authors should try not to forget this part of the dungeon publishing process :)

Re: Proper End credits

Posted: Sun Nov 25, 2012 3:06 am
by Neikun
Excellent.
I was interested in this for some time.
Could we add this to the superthread?

Re: Proper End credits

Posted: Sun Nov 25, 2012 3:08 am
by Komag
good idea

Re: Proper End credits

Posted: Mon Nov 26, 2012 6:35 pm
by SpiderFighter
Nicely done, but you forgot something:
SpoilerShow
Credits Scroll script courtesy msyblade


Thanks for posting this...I'll certainly be using it. :)

Re: Proper End credits

Posted: Thu Nov 29, 2012 10:32 pm
by Komag
looking at this again, do I have it right that this is just adding "credits" to your ending.lua, not making a custom credit roll like the original game?

Re: Proper End credits

Posted: Thu Nov 29, 2012 11:56 pm
by msyblade
This types it out in order, one letter at a time, top to bottom, but does not scroll upwards. Similar to the intro script. If anyone knows how to scroll the text upwards in a cinematic lua, I'd be happy to add it!

Re: Proper End credits

Posted: Fri Nov 30, 2012 2:54 am
by Neikun
Let's smoosh Komag's fade to white particle effect with a picture of credits as the texture file with a negative value for it's Y gravity....
-Crazy talker, here.

Re: Proper End credits

Posted: Fri Nov 30, 2012 11:37 pm
by SpiderFighter
Neikun wrote:Let's smoosh Komag's fade to white particle effect with a picture of credits as the texture file with a negative value for it's Y gravity....
-Crazy talker, here.
Crazy like A FOX!!!

Re: Proper End credits

Posted: Sat Dec 01, 2012 12:04 am
by Komag
That's what was tried but the particles spawn at a random angle so it was just too unreliable. Now, maybe some sort of custom door texture with the door very close to the player's face and very slowly rising or something, that might work