Dialog:
ui_dialog
:Improved dialog typing logic
Now handles parameters more flexibly
Fixed some type pacing issues involving dialog modifiers
Changed decision dialog modifier from
/d
to/?
New
/t
dialog modifier for twitching text (observed in battles)New
/<
dialog modifier for slowing down dialog typingNew
/>
dialog modifier for skipping characters in dialog typingUseful for preventing automatic dialog pauses from certain characters (
/n
,-
,,
, etc.)
New
speeds
parameter to determine dialog speed for each dialog indexDash (
-
) should now automatically pause dialogThat is, when a dialog stutter is detected
Renamed
message
-related parameter and variable names todialog
equivalentsAlso applies to all objects that refer to
ui_dialog
Slightly changed text rotation (
/r
) behaviorRealigned the heart select position and text in decision-prompted dialogs
Should now more closely resemble the source material
ui_b_dialog
(still unsure whether to put it here or in the battle section...):Closely derived from
ui_dialog
for the battle systemStripped down features (e.g.
/?
,/$
do not work)
Menus:
Added Cell menu (
ui_menu_cell
) for phone actions:Opening dimensional boxes for extra inventory slots
(WIP) Calling Toriel, or Papyrus and Undyne
...although for for now, or at least this version, they will not pick up
Calling Papyrus is also possible through code editing
...but will also lead to the same result
Some minor internal code and parameter clean-ups
Battle (WIP):
Still working on it
Only a barely functional mock-up for now
Debug:
obj_debug
:FPS and visibility toggles are now saved between game sessions
New [G] key to add 500G
New [Tab] key to toggle FPS visibility
FPS and FPS bar are now hidden by default
New [F9] key to stop all sound
Note: This does not prevent new sounds from playing.
Custom dialog prompt (
ui_talk
) now prevents triggering debug key behavior
obj_mainmenu
:Holding cancel inputs while pressing reset should also delete past memories (
"file9"
)
Overworld:
Updated the sprite for the overworld signs
Interaction should no longer occur when menu or cancel inputs are detected beforehand
Main menu:
"Start" no longer appears instead of "Continue" when restarting the game, after resetting then quitting the game without saving
Test rooms (formerly just THE "Test Room"):
test_room_base
:New starting point for test rooms
Only the Test Rooms guide sign is present
test_room_sans
:New save point for easier development
test_room_1
:Now dedicated to the dialog box demo sign
Updated dialogs to demonstrate:
/<
dialog modifier behaviorspeeds
dialog behavior
Added a consolation prize for dumping WAY too much money (presumably by accident)
test_room_2
:Now dedicated to the (still WIP) battles
New sign to explain each type of encounter triggered by yellow tiles
Misc:
Updated the default player inventory
Certain items are now found in Dimensional Boxes
Next up
This Satuday we invite to watch another #speedpainting of our artist Daniel Faiad.
How great is this scene of #Pecaminosa?
"Thanks guys for endless hours of fun." π
(My first fan art. Read the article, please.)
Strange Umbrella
One of the most critical update for Sunblaze demo. Now you are able to pet a cat! Finally!
Showing off player 2 π
What do you think?
Call it 'wrong turn'!π« The feeling of running into a house with only one exitπͺ, and being doomed to die. #pixelart #pixelartist #pixelartwork #art #pixel #indiegame #IndieGameDev #indieartist
Spaaaace~
These are background sprites I've created for a game I'm working on at school ^w^ Click on the post to see how the sprites connect. You won't regret it! (personally, I think it's pretty heheh)
Drawn in Piskel using my mouse. Whaddya think?
An infected room from the second part of Cybel ! Are you up for some cleansing?
"Day to Day" (also check spud out here he's a great guy and writer: https://soundcloud.com/spudward)
Made my first ever animation.
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