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Fothcoming Goodies


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#1 Timelord

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Posted 01 April 2019 - 11:04 AM

Here are some upcoming goodies for 2.55...
 
Sprite Rotation
As of the upcoming Alpha 17, it is possible to arbitrarily rotate sprited objects (lweapon, eweapon, npc, item, and Link). 
 
 

lweapon script rotate
{
	void run(bool acw, int degrees_per_frame)
	{
		while(this->isValid())
		{
			if ( acw )
			{
				this->Rotation -= degrees_per_frame;
				if ( this->Rotation < 0 ) this->Rotation += 360;
			}
			else
			{
				this->Rotation += degrees_per_frame;
				if ( this->Rotation > 359 ) this->Rotation -= 360;
			}
			Waitframe();
		}
	}
}
 
Weapons

 
Link

 
 
Weapon Editor Expansion
With all luck, I'll have this ready for Alpha 17. This will cover hammer, boomerang, fire, arrow, and a few other types, with regard to triggering secrets, and reacting to combos.
 
Solid FFCs
I managed to start this can of worms, and I have some basic aspects of ffc solidity working.
 
Item Sprite Scripts
This is a new script type, that runs on items that are visible on the screen, such as enemy drops. The structure is similar to lweapon, and npc scripts
 
Combo Attributes
While you can at present set attributes for combos, no combo uses them internally. I hope to have three new combo types that do, in the near future:
 
Weapon->Next : As Slash->Next, but it reacts to any weapon from a flagset controlled by its attributes in the Combo Editor.
 
Adjust Counter : Similar to damage combos, and faerie combos, this would adjust a counter by a specific amount or a gradual amount every n frames. The affected counter, the amount, and the timer would be set in the Combo Editor. 
 
Weapon->Secret : This would trigger a secret number specified in the Combo Editor, when a weapon from the list of weapon flags touches it. 
 
 
You can look forward to some of these in the near future. 
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#2 P-Tux7

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Posted 01 April 2019 - 01:18 PM

How is NPC and LWeapon solidity? Do solid things like Deadrock and the Cane of Somaria block need to be scripted for now?



#3 Timelord

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Posted 02 April 2019 - 07:05 AM

How is NPC and LWeapon solidity? Do solid things like Deadrock and the Cane of Somaria block need to be scripted for now?


Right now, all solidity off the combo grid requires scripting. It's not particularly fun to code, in the engine either.

Anything that gets a solidity flag will be fully-solid--its entire hitbox. Designing mobile solid objects is tricky business; and then people will expect them to work in sideview. I never design sideview quests, so, I'm not particularly adept on what anyone expects there.

I'm not sure that weapon solidity would make sense, but npc solidity does.

#4 Timelord

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Posted 05 April 2019 - 03:59 AM

Here are some additional videos using the new sprite effects:

 

Arbitrary Scaling and Rotation.

 

Linking Scale to Jump


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#5 Emily

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Posted 21 April 2019 - 11:12 PM

Weapon solidity makes perfect sense, for something like a Cane of Somaria block; it damages enemies it touches, but can be pushed against and is solid. I presume it shouldn't be difficult internally, simply to add solidity to `sprite`, and everything would inherit it. Let people make what they want solid, for whatever ideas people have.



#6 Timelord

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Posted 26 April 2019 - 03:09 AM

Enemy Editor

 

Defence: Transform(next)

 


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#7 klop422

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Posted 26 April 2019 - 10:38 AM

Is this to the next enemy in the list, or to an enemy you assign?



#8 Emily

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Posted 26 April 2019 - 10:41 AM

It's a defense type. i.e. instead of "takes half damage from fire", it becomes "transforms from fire"

#9 klop422

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Posted 26 April 2019 - 12:22 PM

Oh, no, what I was asking was how you choose which enemy to transform to



#10 Emily

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Posted 26 April 2019 - 01:18 PM

Considering it's named "Transform(next)", I presume the next enemy in the list.

#11 klop422

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Posted 26 April 2019 - 02:05 PM

Thanks, that's what I'd assumed too. And I assume that'd be by enemy number as well.

I forget, is there an easy way to reorder the enemies in the list?



#12 Timelord

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Posted 26 April 2019 - 11:11 PM

Thanks, that's what I'd assumed too. And I assume that'd be by enemy number as well.

I forget, is there an easy way to reorder the enemies in the list?

 

Transform now uses two enemy editor args:

Transform Into
If ( > 0 ) this enemy will be used; otherwise, next in Enemy Editor list.

Transform Effect
 0: None
-1: Particle Dissolve (A)
-2: Particle Explode
-3: Particle Dissolve (B)
-4: Harmless Superbomb Blast
-5: Harmless Bomb Blast
-6: Superbomb Blast (Harms Link, uses enemy weapon damage for its power.)
-7: Bomb Blash (Harms Link, uses enemy weapon damage for its power.)
 1: Sprite 1
 +: Higher Sprites


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#13 Twilight Knight

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Posted 28 April 2019 - 02:46 PM

Ah this is so cool, it opens up for a whole lot of possibilities! Good work!




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