Tuesday, September 22, 2009

Slow motion enabled



I've finally implemented slow-motion with more or less no bugs (at least, I have only encountered one so far which I haven't had time to fix.

Updates:
- Time slow
- Special effects can be set for every object on the field excluding the caster, or for all objects not on the same team
- Objects inherit their opointer's frame speed and degree of time-stop

Bug fixes:
- Floating chars did not work well after the previous re-ordering of the frame processing sequence. This has been fixed

Bugs found:
- Characters can float (watch julian in the video) if they return to the airborne frame just as they are landing.
- Flying characters float all the way to the screen in slow-motion

Next update won't contain "new" features. I'll be focusing on fixing what I already have.



Azriel~

Friday, September 18, 2009

Special effects - timestop



Added "special:" tag to implement special in game effects
special: 1 enables one degree of timestop to all Actors
special: -1 disables timestop

Been quite busy with uni work, and gameplay isn't my main focus ftm - gotta get the UI remade properly.



Azriel~

Friday, September 4, 2009

Little update

Nothing to show here, but I fixed the platform "teleporting" bug by including a special fixed bdy into each object. This way, even if with user defined bdys in each frame with different coordinates/dimensions, the platform/wall detection will use the fixed bdy's area (extends equally in both x/z axes, fixed single extension in the y axis). The fixed bdy can be denoted in the using the tag
bound: x [y [z]]
(i.e. an argument tag that takes 1, 2 or 3 arguments). If you leave this tag out, the program will use preset values. However, I still have to fix this bug for cpoints and wpoints (opoints as well?).

Another thing I've started working on is a better code structure for the main program. The version in the last release was rather messy (all "sections" of the menu were closely coupled). I've split each menu into a different class, and written the code so that future changes would be easier (keep reading). With the new structure, it will be easier for users to write their own themes/skins, and possibly write their own user interfaces in the future. In the next post I will give a preview of the new UI.



Azriel~