IT WORKED
It was a super rough test, but I was able to have an entity do something and pause their script, and then have another entity resume it. There's a lot more to do (as always), but all the various bits and pieces are slowly coming together. The next step is to allow a process to wait for user input, and then I can start adding things like text boxes and interactive scripts.
And I know I promised a screenshot, but there's not much new to show externally. Still, here's a text box
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Shining Online - Screens and updates [Updated June 9th, 2020] (Read 143557 times)
September 11, 2014, 03:09:12 am
#46
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September 13, 2014, 04:38:13 am
#47
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Re: Shining Online - Screens and updates [Updated August 28th]
Progress is progress is progress!
~Elvenfyre
Progress is progress is progress!
~Elvenfyre
September 15, 2014, 01:08:27 am
#48
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Re: Shining Online - Screens and updates [Updated August 28th]
Looking at my logged time, I think I've made more progress this month than the rest of the year. There's still a lot to do, but it's slowly moving towards becoming something playable.
January 20, 2015, 07:19:31 pm
#49
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Re: Shining Online - Screens and updates [Updated August 28th]
No screenshot today, but more progress. Updated the textbox to be more script friendly, and added some customization options (size, location, background colour and frame).
January 23, 2015, 03:00:54 am
#50
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Re: Shining Online - Screens and updates [Updated August 28th]
More scripting work today. Updated the script engine so it can now pause processes from within a script. In other words a script can wait for a number of seconds before resuming without pausing the entire game. It's a crude way to do cut-scenes and things, but it works.
I also added an earthquake effect, because it's neat.
I also added an earthquake effect, because it's neat.
March 01, 2015, 12:29:47 pm
#51
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Re: Shining Online - Screens and updates [Updated August 28th]
Good point: there are often earthquakes in the Shining Force universe.
June 07, 2015, 01:10:05 pm
#52
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Re: Shining Online - Screens and updates [Updated August 28th]
Finally got my PC fixed, so now I can start working on things again. Going to try and get the various menus and team screens designed & coded in the next few weeks. After that I'd like to polish up some of the rough edges of town exploration, and then maybe (finally) move on to battles.
February 23, 2016, 11:43:35 pm
#53
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Re: Shining Online - Screens and updates [Updated August 28th]
It's still going...
I've been knee-deep in engine guts for what seems like an eternity, so I decided to take some time off and start working on maps. I have a pretty good idea of how the demo is going to flow which makes the process a little easier.
There's still lots to build, and I still suck at any form of art, but at least it's progress. Plus it's nice to finally have some screenshots to show.
I've been knee-deep in engine guts for what seems like an eternity, so I decided to take some time off and start working on maps. I have a pretty good idea of how the demo is going to flow which makes the process a little easier.
There's still lots to build, and I still suck at any form of art, but at least it's progress. Plus it's nice to finally have some screenshots to show.
February 25, 2016, 06:29:05 am
#54
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Re: Shining Online - Screens and updates [Updated February 23rd, 2016]
~Elvenfyre
Ty,
I am here with you.
Ready to play your game.
<3
I am here with you.
Ready to play your game.
<3
~Elvenfyre
November 24, 2017, 02:54:41 pm
#55
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Re: Shining Online - Screens and updates [Updated February 23rd, 2016]
Magic
As you can tell, UI design is not my strongest skill.
As you can tell, UI design is not my strongest skill.
January 28, 2019, 07:40:34 pm
#56
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Re: Shining Online - Screens and updates [Updated November 24th, 2017]
Battle range now works, mostly.
Still need to integrate land effects into the calculation. Movement profiles and land types are in game, and the calculator can use this data, I just need to hook it all up.
Oh, and it needs to flash too.
Still need to integrate land effects into the calculation. Movement profiles and land types are in game, and the calculator can use this data, I just need to hook it all up.
Oh, and it needs to flash too.
June 09, 2020, 04:21:27 pm
#57
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Re: Shining Online - Screens and updates [Updated June 9th, 2020]
Battle ranges are now working properly. Land effects and movement profiles are all taken into account, so it's possible to have character classes that move faster or slower on certain terrains.
Attack ranges are now also working and are calculated using the character's equipment. Standard weapons like swords can axes target just adjacent squares, but there's also support for spears, bows, and other long-range attacks. And it will work for magic, too!
Attack ranges are now also working and are calculated using the character's equipment. Standard weapons like swords can axes target just adjacent squares, but there's also support for spears, bows, and other long-range attacks. And it will work for magic, too!