Game
Undertale Engine (by Charles03)
6 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

Just as Pecaminosa's musicians #improvise this rendition of #LittleSunflower 🌻, so do we improvise with this post you're reading. 😂

What's coming out of your own improvs? 🤔

#Pecaminosa | #IndieDev | #OST | #Jazz

Successful landing

#screenshotsaturday

In the quest for accessibility, I'm adding Resurrection Shrines for players on the 'novice' end of the platforming spectrum.

In order to unlock the power of a Shrine, you must collect 3 'Souls' from your dead corpses! (the floating blue orbs)

An infected room from the second part of Cybel ! Are you up for some cleansing?

If you have more of an acquired taste, the restaurants in Niravasi have you covered! Maybe skip the salad bar, though.

A few screenshots of the places you'll cross in the Demo of Blu. You can play it today on #gamejolt !

Some time ago, we posted a screenshot of the Mexico level. A curiosity about it is that, like some other scenarios of the game, it was inspired by a real landscape, The Basaltic Prisms of Santa María Regla. It is one of the natural wonders of the country!

A sneak peek at the new OST, can you guess what this song will be used for? 🤔

Got some fun collectibles in our game, Path of Kami!