Game
Undertale Template X (by Charles03)
7 years ago

v0.2.2.0 UPDATE


- - - DEVELOPER ORIENTED CHANGES - - -

  • added universal dialog object named obj_dialog for simple interactions.
    In simple terms, it requires you to use:

    • global.message - string for the dialog. All text (except tags) should always start at the next line. Must be declared as arrays. String values must NEVER use tabs.

    • global.message_end - highest intended number of the set of messages in the dialog object.

    • global.message_voice - voice byte playing for every non-whitespace character showing up into the dialog. And finally…

    • instance_create(x, y, obj_textbox) - does NOT require specific x and y coordinates, as the object automatically adjusts its draw position to the player view. REQUIRES declaring the variables shown on the list, first.

This is an example of the proper use of the dialog object:

		
			        global.message[0] = "
* Hello World!";
        global.message[1] = "
* ...anyone?";
        global.message_end = 1;
        global.message_voice = snd_voice;
        instance_create(x, y, obj_textbox);
		
	
  • added ability to use hex codes for color tags in dialog objects. (Supports only 6 or 3 hex digits as of the moment)
    For example:
    str0 = "This is [$FF0]yellow[/c], and [$FF00FF]red[/c] text.";

  • added ability to make a shake with the script view_shake(intensity, duration, window_shake). To elaborate:

    • intensity - # of pixels to shift from the normal view when a shake occurs

    • duration - # of steps for the duration of the shake

    • window_shake - boolean value deternining whether to shake the window of the game (in windowed mode) or not

- - - END USER SPECIFIC CHANGES - - -

  • added 3 new rooms

  • modified 2 rooms

  • greatly improved conditions for interaction

  • greatly improved player view

    • GUI is now completely independent of player view

    • completely fixed slight shifting background/GUI bug

    • modified position of slow motion indicator to the lower-right

    • slightly modified position of manual SAVE/LOAD indicator

  • added interactions for objects

  • added green SOUL mode

  • revised the Developer Notice in the startup of the game

  • added Collinator27 in the Credits (he’s the one helping me with the code btw)

  • slightly improved collision

  • fixed collision bug with special “slope” objects

  • lighter shading of the player sprite in the Mt. Ebott cliff rooms

  • slightly tweaked forest background

  • slightly tweaked overworld textbox text position to match UNDERTALE’s

  • fixed bug related to damage despite missed attack

  • fixed bug related to UI navigation when pressing up or down keys for targeting enemies

  • disabled murder toggle when muting is intended



0 comments

Loading...

Next up

So

i may or may not make an full art of some person or i may just leave this like that-

Been working lately on lots of 'behind-the-scenes' boring stuff that no one really cares about, so here’s a guy playing the sax for some reason.

#screenshotsaturday

Another house i made long time ago.

Finished a project I've been working on over the last few days!

Modeled and textured in Blender.

#3dart #lowpoly #npbr #fantasy #hut

Rockin the Guitar, an Axe like Guitar I made for my Uni project

Call it 'wrong turn'!🚫 The feeling of running into a house with only one exit🚪, and being doomed to die. #pixelart #pixelartist #pixelartwork #art #pixel #indiegame #IndieGameDev #indieartist

I worked so hard to get all four of them to the end safely, but then...

Explosive domino effect

Path of Kami, running around the shrine area

OK, this starts to be too tricky puzzle already :D

#platformer #indiegame #puzzle