12-05-2013, 05:16 AM
BUMP
to version 4.6
to version 4.6
There have been massive things performed on the system, allowing for faster attack systems, a better built-in antilag feature, and enemies that don't stop following if you are using the map looping system.
First off, the anti-lag system is now part of a new 'Map Control' section in the Comfiguration page, which also includes the PASS_TAGS. Yep, I had to make some subtle changes to the configuration pages. But chnages throughout, so bare with me. Changes were performed to the ABS Engine Code and Sprite Control Page which handles the updating and graphic refresh of the sprites on the system. You can now adjust how many tiles outside of the visible 20x15 area that is updated, allowing the game designer to adjust when enemies refresh and when they don't.
A minor alteration was performed to the enemy movement system within the Game_Code page, specifically geared to move enemies into a direct line-of-sight vertically or horizontally so attacks can be performed when they previously failed.
Another alteration was performed so players couldn't accidentally (or intentionally) jump over large objects.... like trees. The fix now prevents the player from jumping over map tiles that have priorities set to 2 or higher. However, this didn't stop the player from jumping over events, so a special comment code system for tall events was created as a precaution. Now you can jump over killer rabbits, but not that 8 ft tall bodybuilder with an axe. Changes here were made to the Game_Code, the ABS Engine Code, and the first configuration page so you can set up your own 'too-tall' flag.
You could move and walk around in endless circles as long as you were in a looping map. However, enemies couldn't follow you across these invisible map borders. Now they can after new work was performed to both the Game_Code, Sprite Code and ABS Engine Code.
Did you think the attack animation was a little slow, even when you could take a frame or two out of the animation? Well, fret no more as another change was made to speed this up. The action poses (attack, hit, etc) are now slightly sped up, though the action speed can be configured thanks to changes made to the first and third configuraion pages, as well as changes made to the enemy comment control system. Besides the changes to the configuration pages I mentioned, changes were made to the Game_Code, ABS Engine Code and Combatant Control pages.
And a suggestion was made by JayRay... Respawn Points.
This new inclusion into the enemy comment and control system allows game developers to include alternate locations where the enemy may respawn. If the monster starts at the top right corner, a normal respawn would let it refresh back there. But now, you can set custom locations so it can respawn up there, down there, over here... wherever. The player can't just wait for the monster to respawn and beat it up again. Changes were done to the ABS Engine Code and the Combatant Code for the enemy to add the new feature.
Along with these, please note that two NEW script add-ons are included within the demos, JayRay's Lycan Game Log and Lycan Audible Alerts!!!