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BlastedEarth

Joined: 05 Oct 2009 Posts: 243
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Posted: Sun Dec 06, 2009 9:19 am Post subject: what's new? |
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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
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msw188
Joined: 02 Jul 2003 Posts: 1041
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Posted: Sun Dec 06, 2009 8:32 pm Post subject: |
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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. _________________ My first completed OHR game, Tales of the New World:
http://castleparadox.com/gamelist-display.php?game=161
This website link is for my funk/rock band, Euphonic Brew:
www.euphonicbrew.com |
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BlastedEarth

Joined: 05 Oct 2009 Posts: 243
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Posted: Mon Dec 07, 2009 3:23 am Post subject: |
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@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
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Posted: Mon Dec 07, 2009 12:16 pm Post subject: |
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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
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Posted: Mon Dec 07, 2009 5:16 pm Post subject: |
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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
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Posted: Mon Dec 07, 2009 11:31 pm Post subject: |
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@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... _________________ So many ideas, so little focus. Monk spirit please lend me your power!
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Spoon Weaver

Joined: 18 Nov 2008 Posts: 421 Location: @home
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Posted: Tue Dec 08, 2009 6:12 am Post subject: |
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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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