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BABS patching log   (Read 47324 times)
Old Post April 29, 2005, 11:19:16 am
#16
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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 Smiley.

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 Smiley.

Devlyn

Great news for Shining fangame developers! Wink

Correcting your non-working <img> tags since 1982 Wink


Old Post April 30, 2005, 09:10:50 am
#17
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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 Wink.

Devlyn

Great news for Shining fangame developers! Wink

Correcting your non-working <img> tags since 1982 Wink


Old Post May 02, 2005, 09:11:58 pm
#18
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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 Smiley.

Devlyn

Great news for Shining fangame developers! Wink

Correcting your non-working <img> tags since 1982 Wink


Old Post May 04, 2005, 01:04:16 am
#19
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BABS patching log
very interesting...


Old Post May 11, 2005, 10:10:16 am
#20
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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 Wink.

Devlyn

Great news for Shining fangame developers! Wink

Correcting your non-working <img> tags since 1982 Wink


Old Post May 22, 2005, 08:40:30 pm
#21
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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.

Devlyn

Great news for Shining fangame developers! Wink

Correcting your non-working <img> tags since 1982 Wink


Old Post September 10, 2005, 04:05:12 am
#22
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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.

~Elvenfyre


Old Post September 11, 2005, 03:41:22 pm
#23
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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.

~Elvenfyre


Old Post January 08, 2006, 03:12:48 am
#24
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Devlyn fixed the bug!!!!!!!!!!!!!!!!!!!!!

THANK YOU BUDDY Cheesy

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.

~Elvenfyre


Old Post June 01, 2006, 10:10:18 pm
#25
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Totally off topic, but wow; I remember playing the Verge version of Shiny Sword back when I was a Verge community lurker. :lol:

Jibe

Shining Song Project Page.


New Post June 02, 2006, 09:50:00 am
#26
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Really?? Dude, that was totally ancient Tongue.

I still have all those old versions though Wink.

Devlyn

Great news for Shining fangame developers! Wink

Correcting your non-working <img> tags since 1982 Wink


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