Yesterday and today I added a lot of new features to BABS, but I decided to wait with the release until there are more graphics around for me to use (or until I made more stuff, in case nobody helps).
Here’s a listing of what I added (among other things):
- Added a battle talk option like in Shining Force 3. Events can be hooked up to talking opponents.
- Optimized Smee tile editor
- Improved import tileset and load new tileset features.
- Right mouse button can also hold a color now.
- Added bucket fill to the tile editor.
- Fixed the messy SMEE interface bug on startup
- Improved the spell support
- Added Blaze level 2 and Bolt level 1.
- Added support for huge range and huge area spells (see screenshot).
- Made some very poor spell animations ;)

Thought this would be an interesting sight to see :P
Anyway, I can most certainly use help in the mapping, spritemaking and animation department, as I’m very short on graphics.
Also, I’ll be gone from tomorrow until Sunday, so if I happen to be silent, that is probably the cause :)
Peter sent me a couple of extra models today, which you can find in http://www.shiningsource.net/Devlyn/dl/dr as well :)
Here’s a preview of some of them :)

Ye Happy Elfin Dude ;)

Interesting ruins, which are also used in a BABS background :)

Peter’s First Real Castle ™
As I mentioned before, there are others too :)
I just uploaded a fresh version of BABS. Here is what I changed :)
Updates from 2.01
- Added Walkabout map support. You can now link battle maps to walkabout maps and vice versa!
- Added a rudimentary zone editor in SMEE. Press ‘5’ to switch to the zoning mode. Selecting different tiles on the right will change the active zone number. Zones with a number greater than 0 will be represented in Smee with a special cross mark. The current tile indicator displays the active zone number.
-
Added some basics for the events system. Every zone can be linked to an event through some code in the accompanying scriptfile. The only working event right now is a Map Switch, which can be coded in a script file like this:
zone.(number).type=mapswitch
zone.(number).target=(mapname without the .smf extension)
Note that zones and events only work in walkabout maps at the moment. Support for them in battle maps might arrive later on.
- You can’t only switch maps now, but also have different music with each map. Just edit the “general.music” flag in the scriptfile.
- Fixed a bug where maps were slightly misaligned after map switches or loading
- Fixed the Resize tool (thanks to Zylokh for noticing this one!).
- Slightly improved the error output of both programs.
- Did some small code cleanup.
I’d like to take this opportunity to thank Zylokh, Elvenfyre, Peter van Dalen and Ranges (even though I haven’t had much time tofix the bugs he reported yet) for their ongoing support :)
I hope you’ll enjoy the program! I’m still quite short on tiles, maps and sprites, so if you like, feel free to make some and send them to me :D
This morning Peter e-mailed me a bunch of fresh screenshots of Dark Resurrection 3D, his latest Shining-style endeavour :)
Peter has created several models using Blitz3D, Geoscape3D, Cartography Shop, TreeMagik, Plantlife and GameSpace 1.6 (yes, that’s a heck of a lot indeed!). He plans on creating more for his own game of course, but is also willing to create 3D models for other projects. :)
Here are a few screenies for your enjoyment:

A ruined castle

Arches which serve an unknown but undoubtedly mysterious purpose.
You can find many other new (and old) screenshots here :)
Thanks to Produn for this update on SF:TA!
“Yes, after a long time we’ve managed it to do a update. Dev I myself Produn still are busy with our exams, so the development stopped a bit. But we got a new addition to the force – AJ Letson, who hopefully brings new energy to the team.
Remember were still searching for lots of helpers, like programmers,CG artists and music makers.
Now to the update –
The chara section is now almost done, just some bios have to be added, but the portraits for all charas are done. And even if we have all chara portraits done, the secret charas wont be revealed until games finished ;) Also we now have a complete monster list, and this list is very long
What we are working next on strongly depends on what help will maybe arrive. It would be cool if 1-2 programmers find the way here, cause a new demo isnt to far away. Or some CG artist for beginning with the weapon and chara sprites.”