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- WHAT IS NEW?
- March ?? 2016 [Callipygous]
- * New Features
- * Ported to Android phones and tablets, as well as specific support
- for the OUYA, Gamestick and FireTV Android-based consoles!
- New "Platform-specific options" menu in General Game Data.
- See http://rpg.hamsterrepublic.com/ohrrpgce/Making_Android_games
- for information about how to port your game. You can't yet use
- the Distribute Game menu for Android. [James, Ralph]
- * While placing doors in the map editor you can now specify door
- number, and jump to existing door locations [Ralph]
- * When buying equipment in a shop, show stat bonuses [James]
- * When hiring heroes in a shop, show hero portraits [James]
- * Split "Change Box Styles", "Change User-Interface Colors" into
- two separate menus [James]
- * Split "General Preference Bitsets" and "Backwards-compatibility
- Bitsets" into two menus [Ralph]
- * Clean up orphaned temporary folders when you exit game [James]
- * Games can now optionally increase (or decrease) the number of
- save/load slots that are available. [James]
- * In the font editor you can set roughly which characters are
- icons. If you use a font with the extra Latin-1 characters
- (eg. with accents), then those letters will now show correctly in
- the .txt file when exporting textboxes. And characters which are
- icons won't be exported as garbage in .hsi files. [Ralph]
- * Attack chains conditions can now be based on the stats of the
- targets [James]
- * Attack bitset "Never trigger elemental counterattack" [James]
- * The map editor's Clone tool now has separate 'merge' and 'replace'
- modes (Ctrl+M to toggle) [Ralph]
- * When adding a new map layer you may copy an existing one [Ralph]
- * When importing an 8-bit backdrop or tileset (eg. exported from
- another game) color 0 (transparency) is preserved; when importing
- a 24/32-bit one you now have the option to pick the background
- color [Ralph]
- * Ability to specify the positions of the frames in the source
- spritesheet when importing with the sprite editor in full-set
- mode (regular offsets between frames only) [Ralph]
- * Additional master palettes in import/ [Soda_piggy, Dragontao]
- * Added Saved Game Settings menu, with new options to enable saving
- and restoring of:
- * the spritelayer slice (default parent for new slices). Slice
- handles to these slices remain valid after loading.
- * strings (including display settings)
- [Ralph]
- * Most 32 bit BMPs should be importable now [Ralph]
- * Attack damage bitset "Healing poison causes regen, and reverse";
- useful when attacker or target absorbs damage [Ralph]
- * Enemies can now be placed anywhere onscreen in formations [Ralph]
- * Added F7 debug key to kill all targettable enemies. Also, the tag
- debugger is available in-battle with F4; instant-run moved to
- Ctrl+F4. [Ralph, James]
- * Added Shift+Tab debug key to speed up the game while held down
- (an alternative to Ctrl+Plus/Minus debug keys) [Ralph]
- * New formation options: Victory tag to set a tag according to
- whether the battle was won, and an option to prevent game over
- on death. [MirceaKitsune, Ralph]
- * The textbox editor now wraps text as you type [Ralph]
- * Automatically keep a few backup copies of any rpg file you edit
- This is no substitute for manual backups! Do not forget to
- back up your own work! [James]
- * Menu for basic importing and exporting of tilemap data from/to
- .tilemap and .bmp files (the .bmps are minimaps). [Ralph]
- To export images of maps, use RMSephy's tool instead:
- https://github.com/Spencer-Zhang/ohr-cartographer
- * Option to adjust the framerate. This isn't really a finished
- feature, as increasing the framerate leads to crazy walking
- animations. You probably shouldn't change the framerate in an
- existing game, as it will break all your wait() lengths and hero,
- npc, camera, etc. movement speeds. [Ralph]
- * Global sound effect options for steal attack success, failure,
- and no item to steal. [Ralph]
- * Added Regen icon to Battle System Options. [Ralph]
- * Hero positions in battle can be customized. [James]
- * Starting hero ID can be customized, and you can also set a
- 'starting' textbox to display on a new game. [Ralph]
- * Added "Old attack positioning at bottom-left of target" back-
- compat bitset, which if you turn off places attack sprites at
- the center of the target instead. [Ralph]
- * You can now run multiple copies of Custom at once (but can't
- open the same .rpg more than once). [Ralph]
- * You can now use the mouse to select or highlight slices in the
- slice editor, press F5 to edit the hidden root slice, F6 to shift
- around the view, and V to toggle slice visibility. [Ralph]
- * New .rpg files start with a few template walkabout sets, donated
- by FnrrfYgmSchnish
- * Added options to set how large the game's window should be by
- default (by changing the scaling factor). The default size will
- for most people be larger than the old 2x default. [Ralph]
- * The Distribute Game options will make use of Mac or Windows icons
- if it finds the icon files next to your .rpg file. See
- http://rpg.hamsterrepublic.com/ohrrpgce/Icons for detaits [James]
- * Changes
- * Hidden menu items no longer affect the width of a menu [Ralph]
- * A new Debug/Release mode setting replaces the old script
- errorlevel. All existing games default to Release mode. Release
- mode hides almost all script errors and warnings; Debug mode
- should be used for testing but not for release. [James]
- * Bugfixes
- * Fixed a few cosmetic bugs in the equip menu including possibly
- wrong resultant stat value being shown [Ralph]
- * Hero stats menu would freeze if Maximum Level was zero [Ralph]
- * You can now change the music with a script immediately after a
- map change without the ambient music playing for a moment [Ralph]
- * Bug 857: Focus camera cannot focus on spots close to map edge
- [James]
- * Fix heroes getting stuck in active-time battle mode if they are
- in the middle of targetting an attack and get hit with a stun
- or mute attack. [James]
- * "showtextbox happens immediately" backcompat bitset (on for new
- games) helps to prevent bugs due to showing two boxes at once;
- "show textbox" now affects "current textbox" immediately [Ralph]
- * HSpeak accepts files with Mac line-endings again [Ralph]
- * Fix attacks that use the attacker's max stats as the base attack
- stat [James]
- * Fix vehicles that are configured to disable random battles [James]
- * Bug 997: Crash/freeze when fullscreening in Mac OS 10.7 and later
- * Bug 777: 'Load' menu called from a customisable menu showed a
- 'New Game' button which did nothing [Ralph]
- * Disabling palette colours for backdrop/tileset import didn't work
- for 8-bit BMPs. (Also added mouse support.) [Ralph]
- * Bug 1004: Copying a shop didn't copy all the shop items [Ralph]
- * Hero attack animations didn't occur if they were weak [Ralph]
- * Bug 1005: "hero is walking" didn't work for heroes other than
- leader when the caterpillar party was enabled [Ralph]
- * Bug 763: NPCs and heros flickered when you walked over the edge
- of a wrapping map [Ralph]
- * Multi-hit attacks no longer causing dying enemies to dissolve/
- fade multiple times, and additional hits are cancelled once all
- targets have died [Ralph]
- * On-keypress scripts are now always triggered when mouse buttons,
- or keys other than move, use and cancel, are held down [Ralph]
- * Fix general map data corruption that occured when loading certain
- very old games released before July 8 1999 [James]
- * Fix a few problems when installed in a read-only location [Ralph]
- * Bug 2013: Pre-Beelzebufo games expected backdrops to appear
- above the sprite layer [Ralph]
- * New Plotscripting Stuff
- * "Menu action plotscript" special script trigger to run a script
- instead of opening the main menu [Lakan Inocencio]
- * subscripts: scripts embeddable inside other scripts, with access
- to their local variables [Ralph]
- * "read item description" counterpart to existing "read item name"
- [James]
- * "get sprite default pal" [James]
- * "NPC is disabled" for detecting when an NPC reference is disabled
- by tags or by one-time-use [James]
- * "string sprintf" for easier piecing together of strings [Ralph]
- * "script error", "get calling script id", "get script name",
- "dump slice tree" [Ralph]
- * Make $id="foo" return id so that you can write showstring($1="foo")
- * Press F5 in Custom's main menu or Script Management menu to
- reimport the last imported scripts. And while testing a game
- you can now set the scripts to be reloaded automatically (from the
- F5 in-game debug menu) [Ralph]
- * "camera follows slice" [Ralph]
- * "get/set/reset hero picture/palette" family of commands can now
- also manipulate hero portrait pictures [James]
- * "get level mp" now takes an additional argument, "current stat"
- or "maximum stat" [Ralph]
- * plotscr.hsd, scancodes.hsi and your game's .hsi file are now all
- included automatically, so there's no need to put those "include"
- lines at the top of your scripts file [Ralph]
- * "get/set active battle pause on all menus" [James]
- * "dissolve sprite", "cancel dissolve", "sprite is dissolving",
- "wait for dissolve" [James]
- * "running on desktop", "running on mobile", "running on console",
- "running on windows", "running on mac", "running on linux"
- * "show virtual gamepad", "hide virtual gamepad",
- "auto virtual gamepad" [James]
- * "get horiz align", "get vert align", "get horiz anchor",
- "get vert anchor" [James]
- * "create select" "slice is select" "set slice select index"
- "get slice select index" "slice child index" [James]
- * "create scroll" "slice is scroll" "set scroll bar style"
- "get scroll bar style" "set scroll check depth"
- "get scroll check depth" "scroll to child" [James]
- * "create panel", "slice is panel", "get panel is vertical",
- "set panel is vertical", "get panel primary index",
- "set panel primary index", "get panel percent as int",
- "set panel percent", "get panel pixels", "set panel pixels",
- "get panel padding", "set panel padding" [James]
- * "next npc reference" [Ralph]
- * "input string with virtual keyboard",
- "input string with mouse keyboard" [James]
- * "unhide mouse cursor", "hide mouse cursor" [James]
- * "pixel focus camera" [James]
- * Added 'visible only' argument to "slice at pixel" and
- "find colliding slice" [Ralph]
- * "send email" (Android only) [Ralph]
- * Performance Fixes
- * Fixed delay when opening a menu that happened when a large number
- of menus were defined [Ralph]
- * HSpeak was extremely slow (potentially hours) at reading files
- with DOS/Windows line-endings on Linux/Mac [Ralph]
- * The script interpreter was running tight loops much (eg 2x) slower
- than it used to before Beelzebufo [Ralph]
- * Creating or reparenting thousands of slices was slow [Ralph]
- * Stuff Only Developers Will Notice
- * Experimental support for ARM and other non-x86 devices, such as
- the Raspberry Pi, and for native 64-bit builds. All thanks to the
- FreeBASIC developers! [Ralph]
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