2013-04-10 Beelzebufo stable release

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Bob the Hamster
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2013-04-10 Beelzebufo stable release

Post by Bob the Hamster »

After much delay, the beelzebufo release is finally <a href="http://rpg.hamsterrepublic.com/ohrrpgce ... ads">ready for download</a>! Bask your self in the warm glow of an optional Turn-Based battle mode, more customizable hero attack menus, some nifty map editor improvements such as the ability to mark and clone sections of tilemap, and an assortment of other bugfixes and new features. See <a href="http://hamsterrepublic.com/ohrrpgce/wha ... new.txt</a> for the complete skinny.

If you have been testing nightlies, you will have already seen what is new, but here are a few screenshots:

Here are few screenshots of new things:

<img src="http://james.hamsterrepublic.com/galler ... alNumber=1"> <img src="http://james.hamsterrepublic.com/galler ... alNumber=1"> <img src="http://james.hamsterrepublic.com/galler ... alNumber=1"> <img src="http://james.hamsterrepublic.com/galler ... alNumber=1"> <img src="http://james.hamsterrepublic.com/galler ... er=1"><img src="http://james.hamsterrepublic.com/galler ... alNumber=1">
Last edited by Bob the Hamster on Wed Apr 10, 2013 8:52 pm, edited 1 time in total.
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Re: 2013-04-10 Beelzebufo stable release

Post by Mogri »

That is great. Long time coming on that one.

Is there any documentation on the changed attack interface?
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Post by The Wobbler »

So many good additions, thanks a lot bro. It's time for me to get back into the game. Which menu do I go into to mess with this stuff? "Stats can be hidden for a hero. This prevents them from appearing on the Status and Equip menus."
Last edited by The Wobbler on Wed Apr 10, 2013 10:14 pm, edited 1 time in total.
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Re: 2013-04-10 Beelzebufo stable release

Post by Bob the Hamster »

Mogri wrote:Is there any documentation on the changed attack interface?
Just the F1 docs
The Wobbler wrote:So many good additions, thanks a lot bro. It's time for me to get back into the game. Which menu do I go into to mess with this stuff? "Stats can be hidden for a hero. This prevents them from appearing on the Status and Equip menus."
In the Hero Editor, go to Edit Stats->Stat Visibility

You have to do it for each hero. There isn't a way to hide a stat globally for all heroes yet.

EDIT: also, one cool thing I forgot to mention is select-by-typing. TMC worked hard on it! Many menus now allow you to just start typing the name of a menu item, and the selection will jump to the first match. (Naturally this does not work if you are currently selecting a field that is edited by typing)
Last edited by Bob the Hamster on Wed Apr 10, 2013 10:44 pm, edited 1 time in total.
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Post by Meowskivich »

Yay! in other news, I don't really have time to do the tutorial vids no mo. :/
That, and I still haven't figured out how to make windows 8 record right.
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Re: 2013-04-10 Beelzebufo stable release

Post by The Wobbler »

Bob the Hamster wrote:In the Hero Editor, go to Edit Stats->Stat Visibility

You have to do it for each hero. There isn't a way to hide a stat globally for all heroes yet.
That's actually perfect, thanks!
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Post by TMC »

I'm really pleased that we finally got this release out of the door. Originally slated for late 2012, the release date have been "a week or two from now" for two months.

The new attack interface is meant to be self-documenting. What's changed is that some things got shifted to different menus, damage settings don't appear if they don't apply, and there is a preview of the complete damage formula specified by the attack settings. Oh, and the attack base stat can now take new values -- that's the only new part.

select-by-typing is only half finished; it doesn't work in most menus. I'll be finishing it up shortly.
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Re: 2013-04-10 Beelzebufo stable release

Post by Meowskivich »

The Wobbler wrote:
Bob the Hamster wrote:In the Hero Editor, go to Edit Stats->Stat Visibility

You have to do it for each hero. There isn't a way to hide a stat globally for all heroes yet.
That's actually perfect, thanks!
I've been using this in Merciful Mungbeans myself, actually. Hiding the MP~ and Ctr stats, as well as Extra Hits. Only one character uses the Ctr stat, so it's shown for him alone.
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Post by score100 »

When you press "+" on the numpad inside the layer editor the program crashes, or at least says it will. Layermenu resetpt broken it says. :(
I have another question: Is it possible by now to import an entire map, or better a map layer, other than manually painting in every tile from left to right over 6 rows?
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Post by crowtongue »

I was unable to reproduce that layer editor crash.

I also just wanted to express how great this new version is. TMC suggested I switch to a nightly when I was getting help.

Since then.. I use the optional turn based battles, the cloning, the turn based delay on attacks, the customizable battle menus, copying attacks when creating new ones, hiding stats for heros in the status and equip menus...

I didn't even read the changelog until now so I didn't know I was using new features.

So thank you!
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Post by Pepsi Ranger »

I don't know how fast this version (and the last two before it) seems to move the cursor around in tile mode for everyone else, but I find that I'm constantly jumping over my intended tile by one and having to "tap" the key in order to land on the correct tile whenever I'm selecting tiles for the map. Does Custom have some built-in lightning selection speed, or is my computer just mysteriously faster than it used to be? If it's an issue with Custom's cursor naturally moving too quickly, might I ask that we slow it down a hair for the C release, or go a step further and include selection speed as an option for Custom for those who don't think it's yet fast enough? It would make the user-interface so much better in my opinion.
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Post by Bob the Hamster »

Pepsi Ranger wrote:I don't know how fast this version (and the last two before it) seems to move the cursor around in tile mode for everyone else, but I find that I'm constantly jumping over my intended tile by one and having to "tap" the key in order to land on the correct tile whenever I'm selecting tiles for the map. Does Custom have some built-in lightning selection speed, or is my computer just mysteriously faster than it used to be? If it's an issue with Custom's cursor naturally moving too quickly, might I ask that we slow it down a hair for the C release, or go a step further and include selection speed as an option for Custom for those who don't think it's yet fast enough? It would make the user-interface so much better in my opinion.
I am confused. Is this a keyboard problem or a mouse problem?

Also, does the same thing happen if you run with the SDL backend?

Code: Select all

custom.exe -gfx sdl
Last edited by Bob the Hamster on Fri Apr 12, 2013 9:06 pm, edited 1 time in total.
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Post by TMC »

score100 wrote:When you press "+" on the numpad inside the layer editor the program crashes, or at least says it will. Layermenu resetpt broken it says. :(
Whoops. This happens when you press + when no layer is selected. The error message is harmless, you can ignore it. However I feel this is something that should be fixed in a Beelzebufo+1 release (we'll surely have some other bugfixes too). Also by coincidence I was planning to change the way that adding layers works today anyway, to allow copying map layers and hopefully to make that menu a little less confusing.
score100 wrote:I have another question: Is it possible by now to import an entire map, or better a map layer, other than manually painting in every tile from left to right over 6 rows?
I don't understand the question. Import it from what? Import a map or map layer which has been exported from another game, or another map in the same game? Also I don't know what you mean by "6 rows". 6 map layers?
Pepsi Ranger wrote:I don't know how fast this version (and the last two before it) seems to move the cursor around in tile mode for everyone else, but I find that I'm constantly jumping over my intended tile by one and having to "tap" the key in order to land on the correct tile whenever I'm selecting tiles for the map.
What do you mean by tile mode? The tile-from-tileset picker you get when you press Enter in the tilemap editor? If so, yes, I actually agree that it's too fast. I'll make the key delay the same as it is in the tileset editor.

An option to customise key repeat rate is also planned.
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Post by jcenterprises »

I have to say that in turn-based mode, jumping attacks can be really awkward. Whenever an enemy jumps, after every other character has taken their turn, you have to wait a few seconds before the jumping enemy finally lands, and it all happens in one turn, instead of spread throughout turns like active time mode would imply. And if you targeted that jumping enemy and he jumps before you can attack due to him being faster than you, you can't attack anything, you have to wait, then you take damage, effectively wasting a turn.
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Post by Meowskivich »

add a delay to land, it should make it wait a turn.
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