Category: Shiny Sword

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BABS 2.01 out :)

Hi guys,

Just replaced the BABS 2.0 release with a BABS 2.01 release. It only has two changes, but I think they’re quite vital!

First of all, I added support for linking multiple battles together. Finishing your first battle will lead you to the next map as defined in the (mapname).scriptfile file :).

I decided to release this right away, because this feature sort of enables you to make ‘Tatakai’-like games, where one battle follows up another. Support for town and walkabout scenes will follow later, but expect that to be highly Shining Force 2-like :P.

With that being said, I am hereby going to launch a contest!

I would like you guys to make your own battle scenes, which means the following:

  • Make a full map with SMEE (the map editor), either using the existing tileset or using your own!
  • Fill in a proper entityfile that contains the participants of your battle.
  • If you like, feel free to use custom sprites and battle animations. Ripping them from somewhere else is fine with me too, but let me know where stuff came from!
  • Custom music is allowed too, just send a single midi file along then :)

Put all your custom files in a .zip archive and e-mail it to djgroen@science.uva.nl

The contest closes at March, 10th because I really can’t wait much longer to release the next update :P.

All decent maps will make it to the next BABS release, and the winning battle map will be featured in the actual SSC game! :D

BABS 2.0 is out!

This will not be the last version of BABS, but it has been tested and largely debugged. Also, compared to the beta it has a bunch of improvements.

After all the programming today I’m too lazy to do screenshots, but you can check out the program here :).

Depending on community interest I will further patch and enhance this program. If the interest is minimal or non-existant, I’ll just focus on developing SSC instead ;)

Enjoy!

BABS 2 Beta out

After BABS 2 Alpha and a bunch of hyping from my side, I thought it’s time to fullfill a few promises.

Therefore I now present BABS 2 Beta! It’s still unofficial, but at least not as unofficial as BABS 2 Alpha. The most notorious features over the alpha version are:

  • Ranged attacks
  • Improved interface
  • Land effect and limited movement
  • Real Cacophonous Midi music from my own making ;)

Of course, what would a release be without accompanying graphical terror? ;) Here you are:


Target lock baby.


Grayscale Elric going into the clouds ;).

As for the game itself, you can find it at: BABS-2.beta.zip

In order to run the game, you need to have the Java 5.0 JRE, which you can find at http://java.sun.com/j2se/1.5.0/download.jsp (third download link).

Finally, I would really appreciate bug reports and feedback about this program. It will be the last release before the final BABS version, so I want to be sure to have everything right by then :).

BABS2 Screenshots :)

Considering that the topic considering the BABS 2 alpha release was completely ignored, I thought that perhaps posting some screenshots will help wake the community up a bit.

Time will tell :).

Wheeeeeeeeeeeeeeeeee!!!

Progress goes faster than lightning these days. Here’s a small overview of what’s been added (forgive any omissions):

Overall:

  • Configurable settings file for game options (called settings.cfg).
  • Configurable settings files for map entities (called (mapname).entityfile: With this file you’re now easily able to program your own entities on the map and have a limited degree of control over their statistics.

SMEE:

  • A few interface tweaks
  • Transparent color in the color selection
  • Added land effect editor. It is disguised as the ‘land type’ option to improve intuitivity ;). Land effect does not do anything yet, but that will change soon.
  • Left the map format unedited. In the very least the new SMEE will be backwards compatible, and perhaps the old SMEE 1.0 is even forwards compatible. Haven’t tried yet really :).

Game / BABS 2:

  • Added a real entity system, where you can put multiple sprites on a single map.
  • Added a turn sequence, along with very simple battle menu’s and attack animation placeholders.
  • Set up and implemented a statistics system. Characters deal damage, receive damage, gain exp, gain levels (yes, monsters too!) and die honorably in combat ;).
  • Improved the controls to make them a bit more faithful to regular emulators.
  • No AI yet. The intention is to make BABS 2 hot seat multiplayer only :).
  • Added a few extra sprites and tiles. Most came from Ty & Newt’s Shining Online project (thanks guys!).

Technically I *could* release a demo, but if anyone could help out with an attack animation or two, I’d be very happy! A demo is so much cooler with graphics :P.

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