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what's new?

 
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BlastedEarth




Joined: 05 Oct 2009
Posts: 243

PostPosted: Sun Dec 06, 2009 9:19 am    Post subject: what's new? Reply with quote

i havent been working on my game due to work and stuff, any exciting new features in the engine?
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Fenrir-Lunaris
WUT




Joined: 03 Feb 2003
Posts: 1747

PostPosted: Sun Dec 06, 2009 4:06 pm    Post subject: Reply with quote

http://hamsterrepublic.com/ohrrpgce/index.php/Main_Page.html

Slices!

I have no idea how to use them. Oookay...
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msw188




Joined: 02 Jul 2003
Posts: 1041

PostPosted: Sun Dec 06, 2009 8:32 pm    Post subject: Reply with quote

In my opinion, the biggest additions are the new chaining options for attacks. Basically, there is now an "if (condition) then (yum) else (yuck)" functionality for attacks in battle.
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BlastedEarth




Joined: 05 Oct 2009
Posts: 243

PostPosted: Mon Dec 07, 2009 3:23 am    Post subject: Reply with quote

@Fenrir-Lunaris: wow so it's implemented now?

@msw188: yeah that was great as well. i downloaded the new nightly and theres a "dont flinch" attack bitset which sould really be handy.
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Baconlabs
PURPLE IS MANLY




Joined: 15 Mar 2009
Posts: 335
Location: Tennessee

PostPosted: Mon Dec 07, 2009 12:16 pm    Post subject: Reply with quote

BlastedEarth wrote:
theres a "dont flinch" attack bitset which sould really be handy.

At first I thought that "flinch" referred to an attack cancellation, as in the "Cancel Target's Attack" and "Can't be canceled by other attacks" bitsets.
Turns out the "Do not cause target to flinch" refers more to that backward sliding motion that everything makes when it gets hit.
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ShakeyAir




Joined: 27 Apr 2004
Posts: 93

PostPosted: Mon Dec 07, 2009 5:16 pm    Post subject: Reply with quote

Slices are incredibly useful. Both for graphic effects and for fake arrays. They are not very hard to get a grasp on, in fact i think in the HELP! forum someone reposted James' original slice explanation, which makes them make more sense.

For one, Text Slices can feasibly be used for scrolling back and forth through text (a previous version of the custom battle system I was working on allowed this, then I decided it was not actually useful, just cool)

*But if only we could expose more textbox information to plotscripting, then I swear I will make a script anyone can use that allows you to scroll back through whole conversations...* just sayin... haha.

Good examples of what slices can do are in Sleepover, So You Want to be a Hero, my remake of Tetris, etc. Basically a lot of stuff that would be nigh-impossible before their implementation. And Newbie_Power has a script that uses slices very transparently to increase walkabout size (although I still have some issues with the alignment getting a little screwy when the camera is moving) You really don't need to know anything about slices to use that script, its very good.
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BlastedEarth




Joined: 05 Oct 2009
Posts: 243

PostPosted: Mon Dec 07, 2009 11:31 pm    Post subject: Reply with quote

@Baconlabs, yes that is what i had been waiting for to make the ninja gestures to self work, finally it's here...

@ShakeyAir, in my copy it still cannot be used in-game but i guess other people use scripts to use it in their games huh...
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Spoon Weaver




Joined: 18 Nov 2008
Posts: 421
Location: @home

PostPosted: Tue Dec 08, 2009 6:12 am    Post subject: Reply with quote

Baconlabs wrote:
BlastedEarth wrote:
theres a "dont flinch" attack bitset which sould really be handy.

At first I thought that "flinch" referred to an attack cancellation, as in the "Cancel Target's Attack" and "Can't be canceled by other attacks" bitsets.
Turns out the "Do not cause target to flinch" refers more to that backward sliding motion that everything makes when it gets hit.


you play too much pokemon
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