08-15-2012, 03:54 AM
Oh, I am Mr Mo Psyched!
Yeah, still working on it and the ABS now sports less code. Okay, big whoop. But I also eradicated my need of Zeriab's anti F12 bug script. Yep, no more F12 bug! That took a while. And I already mentioned Jumping last week...
I reworked the damage pop system so the popups aren't using the default pop after being heavily rewritten. Nope... I don't want that. I instead made ABS specific damage pops just in case you want to use a different battle system in conjunction with it. For example, Charlie Fleed's FF Battlesystem rewrites the damage pops for his game so it would interfere. Yep, that means I should be able to make a game that has both my system and his battlesystem in tandem!
Oh, yeah. My sis has been bugging me for a while now (since last year) to add the ability to 'program' enemy actions. This means, you tell it 'move forward' 'turn' 'slash' 'move forward' 'defend' 'throw fireball' .... rinse and repeat. THAT part was hard. Took all of today to get it. Let alone, it took over an hour to make the enemies be able to defend properly. However, I was able to get the defend feature to work with normal enemies. So the regular guys can run around, slash and defend... and the programmable guys can move, slash, defend according to the way you design him.
Yeah, still working on it and the ABS now sports less code. Okay, big whoop. But I also eradicated my need of Zeriab's anti F12 bug script. Yep, no more F12 bug! That took a while. And I already mentioned Jumping last week...
I reworked the damage pop system so the popups aren't using the default pop after being heavily rewritten. Nope... I don't want that. I instead made ABS specific damage pops just in case you want to use a different battle system in conjunction with it. For example, Charlie Fleed's FF Battlesystem rewrites the damage pops for his game so it would interfere. Yep, that means I should be able to make a game that has both my system and his battlesystem in tandem!
Oh, yeah. My sis has been bugging me for a while now (since last year) to add the ability to 'program' enemy actions. This means, you tell it 'move forward' 'turn' 'slash' 'move forward' 'defend' 'throw fireball' .... rinse and repeat. THAT part was hard. Took all of today to get it. Let alone, it took over an hour to make the enemies be able to defend properly. However, I was able to get the defend feature to work with normal enemies. So the regular guys can run around, slash and defend... and the programmable guys can move, slash, defend according to the way you design him.