Could it be made so that an attack animation can be centred in the screen,
For when you want to use it for a large effect on the battlefield?
There are no such script commands at all.
One reason we've delayed adding them is to more easily allow a major change to the way item data is stored. For example I want to replace the equipment type of an item with a set of bitsets saying whether it can be equipped in each of the equipment slots.
But probably we have delayed unnecessarily and we can deal with having obsolete script commands.
Which specific item data do you want to edit?
One reason we've delayed adding them is to more easily allow a major change to the way item data is stored. For example I want to replace the equipment type of an item with a set of bitsets saying whether it can be equipped in each of the equipment slots.
But probably we have delayed unnecessarily and we can deal with having obsolete script commands.
Which specific item data do you want to edit?
Oh if it's going to be obsolete than thats cool, it's no big deal.
I'm just toying around with my randomly generated game playing with item names/descriptions at the very least. At most, editing actual stats and stuff. Creating unique legendary/mythical weapons to generate with worlds, generated pantheon based items, etc...
I'm just toying around with my randomly generated game playing with item names/descriptions at the very least. At most, editing actual stats and stuff. Creating unique legendary/mythical weapons to generate with worlds, generated pantheon based items, etc...
Definitely no reason not to have commands for editing name and description.
Even if we later add "conditionals" to items, which can modify stat bonus and so forth, we can tack on an extra argument to item data script commands to make them act on one of the conditionals rather than the "base" item data. The same way that we added a map layer argument to "write map block" after map layers were added.
Even if we later add "conditionals" to items, which can modify stat bonus and so forth, we can tack on an extra argument to item data script commands to make them act on one of the conditionals rather than the "base" item data. The same way that we added a map layer argument to "write map block" after map layers were added.
That is implemented, but admittedly it's not totally intuitive - it took me a few seconds to remember. See that "+/-: Adding tiles" that appears at the top of the screen when you select one of the tools other than Draw? Press - to remove tiles from a zone instead of adding them.
The reason that I didn't make the other tools work like Draw (remove tiles if you press Space while on a tile already in the zone) is because I figured that would be pretty annoying when you're (for example) trying to place a bunch of overlapping rectangles.
The reason that I didn't make the other tools work like Draw (remove tiles if you press Space while on a tile already in the zone) is because I figured that would be pretty annoying when you're (for example) trying to place a bunch of overlapping rectangles.
How's the next stable version looking? I don't remember if improved controller support was going to be in that one or not but I'm hoping so! Getting closer to finishing up Kaiju and want to make sure players can use their controllers before I release it.
Super Walrus Land: Mouth Words Edition
Super Walrus Land: Mouth Words Edition
Well, James is moving to Canada currently (I forget when exactly - did he actually say?), so immediately after he finishes moving would be the perfect time to release Fufluns. That way people will draw the obvious conclusion, assuming that James' move was holding up release, rather than me being totally responsible!
There's various unfinished stuff and bugs mainly to do with variable sprite sizes and the new spriteset editor holding up release. And which I have not been spending my time on. It seems there are a lot of bugs - people are reporting bugs far faster than I'm fixing them, but most bugs are not blockers for release, and most seem to be in Etheldreme too.
BTW, after I fix one of these bugs, the cursor positions on your giant enemies will shift to the top of the evemy sprite, and the attack graphics will shift to the center of the sprite, where they're meant to be (but not where you want them). I guess that means I need to implement enemy handle points soon (I promised that to guo soon anyway)
Both you and RMZ are screaming for joystick support, so I guess I'll have to do it real soon.
Edit: but the one type of bug that people have been complaining about far more than anything else is fullscreen support. Complaining that gfx_sdl fullscreen sucks, complaining that they can't use gfx_directx or that it doesn't get used, complaining that gfx_directx fullscreen is broken in Windows 10. I only know of one related bug that's new though, so probably not a blocker.
There's various unfinished stuff and bugs mainly to do with variable sprite sizes and the new spriteset editor holding up release. And which I have not been spending my time on. It seems there are a lot of bugs - people are reporting bugs far faster than I'm fixing them, but most bugs are not blockers for release, and most seem to be in Etheldreme too.
BTW, after I fix one of these bugs, the cursor positions on your giant enemies will shift to the top of the evemy sprite, and the attack graphics will shift to the center of the sprite, where they're meant to be (but not where you want them). I guess that means I need to implement enemy handle points soon (I promised that to guo soon anyway)
Both you and RMZ are screaming for joystick support, so I guess I'll have to do it real soon.
Edit: but the one type of bug that people have been complaining about far more than anything else is fullscreen support. Complaining that gfx_sdl fullscreen sucks, complaining that they can't use gfx_directx or that it doesn't get used, complaining that gfx_directx fullscreen is broken in Windows 10. I only know of one related bug that's new though, so probably not a blocker.



