Ye Olde Blah

Project Specific Discussion => SMEE / BABS / Shiny Sword Discussion => Topic started by: Devlyn on March 01, 2005, 08:39:01 am



Title: BABS patching log
Post by: Devlyn on March 01, 2005, 08:39:01 am
Feel free to leave any suggestions for patching (or enhancing) BABS here.

Meanwhile I'll mention here what I patched/enhanced today:

- Changed game graphics routine so that map animations are supported once more :).
- Added "nextmap" value to scriptfile, which enables setting up collections of battle following up after each other :).


Title: BABS patching log
Post by: Zylokh on April 11, 2005, 07:33:08 am
I think I had a bug with the resize tool. I do not know how it is supposed to work... and I did not find out.


Title: BABS patching log
Post by: Devlyn on April 11, 2005, 08:59:39 am
Hmm... when I test the resize tool myself I see all sorts of exceptions coming up too :/. It turned out to be an issue with recreating the layers.

The bug is fixed, and the resize tool works well now. Even 1x1 tile maps seem to work ;).


Title: BABS patching log
Post by: Zylokh on April 20, 2005, 07:23:49 am
Another bug with the save/load option.

I saved a map. When loading it, it appears to be shifted up and left. Probably just an initialisation bug...

Also, is it possible to add chars on the battle map?


Title: BABS patching log
Post by: Devlyn on April 25, 2005, 09:51:53 pm
Hi Zylokh. The shifting during load has been fixed.

Adding chars on the battle map through SMEE is on my todo list, but you can already add them by editing the entityfile :).


Title: BABS patching log
Post by: Zylokh on April 26, 2005, 07:51:11 am
This is what I thought afterwards. Yet, it won't work with the shifting of the map. Have you released the corrected version?


Title: BABS patching log
Post by: Devlyn on April 26, 2005, 08:23:43 am
Not yet, as I'm currently implementing walkabout maps. Any new version will also get a new version number.

Specially for you I'll just release something today though if you like :).


Title: BABS patching log
Post by: Zylokh on April 27, 2005, 07:55:57 am
I was just asking this for the BABS contest (isn't there a BABS contest going on?) What is  to be released exactly?


Title: BABS patching log
Post by: Devlyn on April 27, 2005, 08:47:48 am
"isn't there a BABS contest going on?"

There was, but nobody submitted anything. Still, any decent battle map you'll make will make it to the next release and very likely to the final game ;).

What is to be released is a customized battle map with participants. You don't have to make all the sprites/tiles/animations yourself, but the battle does have to be fun to play :).

If there are any features/spells you need in order to make your favorite battle, let me know :).


Title: BABS patching log
Post by: Zylokh on April 27, 2005, 12:08:35 pm
Actually there is one: "Talk".

You know when you come close to a NPC in a battle and begin to talk to him/her... In order to make him join your force...

I'm planning this for the second battle of Shining Odyssey, which I intended to draft with BABS


Title: BABS patching log
Post by: Devlyn on April 27, 2005, 04:07:49 pm
Hmm.. a "Talk" option in battle?

That sounds interesting, but rather new as well :). Right now I don't really know how to implement this best yet. Should it happen automatically when you are nearby or should there be an actual talk button?

Also, if the NPC joins, then it implies that the participant needs to switch sides after the talk as well?

And should the 'Talk' be interactive?

Just some questions from my side ;)


Title: BABS patching log
Post by: Newts on April 27, 2005, 04:41:57 pm
If I may interrupt, the "talk" option is used in Shining Force III a couple of times. The first time you use it to talk to Hayward in the second battle and then he joins your squad, and the second time is in Scenario II where you use it to dissipate a fight, proving battles are not always won with swords :P

In SFIII the icon replaces the hold/search button at the relevant moment, rather than happening automatically

The interactive option is a bad idea because it could mean they'd say the wrong thing and the person wouldn't join/event wouldn't happen, presuming that's the kind of event you're looking at following interactive dialogue.

That's just about all I have to say about that. Carry on ;)


Title: BABS patching log
Post by: Zylokh on April 28, 2005, 07:49:35 am
Quote from: "Newts"
If I may interrupt, the "talk" option is used in Shining Force III a couple of times. The first time you use it to talk to Hayward in the second battle and then he joins your squad, and the second time is in Scenario II where you use it to dissipate a fight, proving battles are not always won with swords :P

In SFIII the icon replaces the hold/search button at the relevant moment, rather than happening automatically

The interactive option is a bad idea because it could mean they'd say the wrong thing and the person wouldn't join/event wouldn't happen, presuming that's the kind of event you're looking at following interactive dialogue.

That's just about all I have to say about that. Carry on ;)


Thanks for replying for me. Couldn't have put it better...


Title: BABS patching log
Post by: Devlyn on April 28, 2005, 04:44:57 pm
I see. :)

Well, I've started a bit with implementing this. I assume the hold/search button is equivalent to the "stay" button in Shining Force 2?


Title: BABS patching log
Post by: Newts on April 28, 2005, 07:34:28 pm
That would the correct assumption to make ;)


Title: BABS patching log
Post by: Devlyn on April 29, 2005, 11:19:16 am
Okay, I implemented the talking part  although it still needs various optimizations and tweaks. For the events part (such as a person joining your party etc) I'm going to delay that slightly, as I think it would be cool to attach different type of events to a talking opponent :).

The system is not very powerful at the moment, but it seems to do the job you requested. If it needs to get more advanced, I'll hear about it :).


Title: BABS patching log
Post by: Devlyn on April 30, 2005, 09:10:50 am
Excuse the double post, but I now also implemented the events stuff.

Both the talking and the accompanying event can be defined in the entityfile using the following commands:

(number).responsive=true #defines that the entity will respond when an opposing player stands next to him.
(number).text=Shit\! I forgot to arrange my dental plan\!\! #defines the text he will speak.
#Length is currently up to 180 characters. If this is not enough, let me know.
#Exclamation marks, hashes and some other special characters should be preceded by \'s.
(number).textevent=join #"join" will add the opponent to the player's faction.
#I also implemented "end combat" which will automatically launch a map
#switch to nextmap after the guy is done chattering.

With this being implemented, other suggestions are certainly welcome, although any lack of them won't stop me from doing stuff on my own ;).


Title: BABS patching log
Post by: Devlyn on May 02, 2005, 09:11:58 pm
Today I added support for large area spells. I made a basic and very corny animation for Blaze level 2, and I was wondering if anyone is willing to make animations for any other spells (or has them readily around)

Sofar I have animations for:
- Heal level 1
- Blaze level 1
- Blaze level 2

If you can send me an animation, I'll implement the spell :).


Title: BABS patching log
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Title: BABS patching log
Post by: Devlyn on May 11, 2005, 10:10:16 am
Today I finalized the spell support.

For the time being I decided to sticks closely to the Shining Force 2 system.
I added Heal level 2 and Blaze level 3, and every player now can have up to 4 spells to choose from.

This 4 spell limit can be extended, but I don't see any reason yet to do so.

I can release 2.2 if I want to, but I might add some AI first ;).


Title: BABS patching log
Post by: Devlyn on May 22, 2005, 08:40:30 pm
All sorts of patches have been added to BABS as of late, but perhaps the most interesting is the addition of a 'layer 4', which is also drawn on top of the sprites.

This enables user to add foreground tiles beneath the roofs of buildings.


Title: BABS patching log
Post by: Elvenfyre on September 10, 2005, 04:05:12 am
I added my shop system in which is currently called by the speechtext of the entity in a town being set to "shop".

Also some slight updates involved the stats page and the window graphics.

Lasly I've moved game developer files into two other directories, gamefiles(base type lists like items) and maps(including the scriptfiles and entityfiles for those maps) - to make it so you aren't touching the main directory whatsoever.


Title: BABS patching log
Post by: Elvenfyre on September 11, 2005, 03:41:22 pm
Remade items into a Vector, so this means you configure all your items in an external file, and then in another file called shops, you just list what items the different shops have for sale(identified by town which you set in your map scriptfile), and each shop will pull the items from your item list.

Found a major bug with moving from map to map, which I can't fix, but  hopefully Devlyn can.

Made updates to the partyfile external file - so you set the starting gold, equipped item, items(referencing to your item list), and made lots of comments in the external files so that it actually makes sense.


Title: BABS patching log
Post by: Elvenfyre on January 08, 2006, 03:12:48 am
Devlyn fixed the bug!!!!!!!!!!!!!!!!!!!!!

THANK YOU BUDDY :D

I'm restarting my work on the release that is now 1 month overdue D:

Flag system created by Devlyn which I have to implement today.


Title: BABS patching log
Post by: Jibe on June 01, 2006, 10:10:18 pm
Totally off topic, but wow; I remember playing the Verge version of Shiny Sword back when I was a Verge community lurker. :lol:


Title: BABS patching log
Post by: Devlyn on June 02, 2006, 09:50:00 am
Really?? Dude, that was totally ancient :P.

I still have all those old versions though ;).