[LANGUAGE MANAGEMENT IS THE EQUIVALENT OF SOFTMODDING NOW]
Custom TTF/OTF Font support (+ Japanese text fix)
Defaults to OS's language if the language wasn't changed via settings
Font Formatting feature, used for formatting the text differently (like JP's)
(Cleanups/Bugfixes):
-- Font loading doesn't memory leak anymore, as it deletes and reloads everytime you change languages
-- Specific language sprites and sounds only loads the necessary ones (english default,[language])
[OPTMIZATIONS AND NEW SCRIPTS]
Common GAMEMAKER scripts now contains shortcut versions of them
_SHAPE script, drawing shapes is now slightly less manual
Text functions have been cut to only just TXT,TXT_COLOR,TXT_OUTLINE and TXT_HIM
layercode adresses all layers without the need of a full prefix, just use "up_" and finish it with "[NUMBER]"
-- with these changes, "upper" was changed to "top"Removal of load_d_dw as dark world text boxes are now linked to global.time
o_mainchara's draw GUI event got a major overhaul
(Bugfixes):
-- Fun events are now loaded in file9s
-- lmode_ef now only loads when necessary
-- Music doesn't overlay anymore to save space when loading them
-- a_image has been edited to match DELTARUNE's afterimage code
-- Shake object now contains a failsafe fix when the game is in simpleVFX
-- Healing items now play the proper sound effects (Gulp + heal)
-- Equip items now play the proper sound effect (equip)
[BETTER DEBUG DISPLAY]
Display now reads memory usage + maximum memory allocated
Total redesign with easier accessibility of rooms, songs and story checking featuring search + page bars
[MOBILE + WEB PORT]
MOBILE support, ported + adapted from UT10 Anniversary's battle site
GX.GAMESsupport, for web ports of your game
(GX.GAMES differences):
-- "QUITTING" is now "RESTARTING", it restarts the game instead
-- You can toggle FULLSCREEN with a button on the top right corner (MOBILE ONLY)
-- Music must be added manually after exporting via ZIP file, otherwise it won't load at all
[OBJECT CHANGES/ADDITIONS]
New O_STAIRS object, for side stairs
[ENEMY/BATTLE REWORK]
Player attack mechanics are now loaded via a custom script called f_at_[CHARACTER NAME]
battle_globals's enemies are now loaded differently, to load their data you'll need to make a script called (en[ID]_[curCh])
-- You can add a shortcut name for your enemy name scripts, if it doesnt exist it will just return to en[ID].
(New ENEMY animations, etc. Chart):
idle: ([shName]_idle)
low HP: ([shName]_lowhp)
bubble speech data: ([shName]_bubbleData)
bubble speech dialogue: ([shName]_dial)
ACT reaction = ([shName]_act)
-- you can check the act name via checking "a.bm"














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