The two biggest ones that I was excited about was the "Size" attributes in the Enemy Editor (while there are multiple sizing scripts now, they're still a pain in the ass to use, if only for the added hassle when testing and repeatedly sifting through the script buffer for quick edits), and being able to change the graphics for enemy projectiles on a per-enemy basis. I have a script that I'm using that lets me do that already, but it only works on EVERY instance of a certain type of projectile on a per-screen basis. I can't really have multiple "levels" of enemies on the same screen without breaking the projectile graphics. This is a major help as well.
Much earlier, you mentioned being able to adjust the screen sizes. Is this only for doing things like GB-styled quests that use the screen dimensions of a Game Boy, or can I finally appease my OCD and get that missing half-row back from the bottom of the standard screens? It really bugs me that we lose those 8 pixels just because that's how the NES did things, without getting a choice. I'd love to have it as an option in the player that we can toggle, so quests that rely on those missing pixels for whatever reason aren't broken, but we can play with them visible in any other situation.
I can't promise anything related to screen dimensions. While I would love to male this possible, it is not as easy as adding a variable for the output size. There are components for this that I have considered adding, but all of them require rather intricate rewriting of how base engine mechanics function.
I have yet to add size parameters for the enemy weapon, and scale factors for the weapon, and for the death animation; which likewise needs a tile variable. I would like to add some sort of additional sets of enemy death animations, but they are not a priority.
Edited by ZoriaRPG, 30 June 2017 - 05:32 AM.