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Bob_the_Hamster

whatsnew.txt for callipygous release candidate

Mar 22nd, 2016
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  1. WHAT IS NEW?
  2.  
  3. March ?? 2016 [Callipygous]
  4.  
  5. * New Features
  6. * Ported to Android phones and tablets, as well as specific support
  7. for the OUYA, Gamestick and FireTV Android-based consoles!
  8. New "Platform-specific options" menu in General Game Data.
  9. See http://rpg.hamsterrepublic.com/ohrrpgce/Making_Android_games
  10. for information about how to port your game. You can't yet use
  11. the Distribute Game menu for Android. [James, Ralph]
  12. * While placing doors in the map editor you can now specify door
  13. number, and jump to existing door locations [Ralph]
  14. * When buying equipment in a shop, show stat bonuses [James]
  15. * When hiring heroes in a shop, show hero portraits [James]
  16. * Split "Change Box Styles", "Change User-Interface Colors" into
  17. two separate menus [James]
  18. * Split "General Preference Bitsets" and "Backwards-compatibility
  19. Bitsets" into two menus [Ralph]
  20. * Clean up orphaned temporary folders when you exit game [James]
  21. * Games can now optionally increase (or decrease) the number of
  22. save/load slots that are available. [James]
  23. * In the font editor you can set roughly which characters are
  24. icons. If you use a font with the extra Latin-1 characters
  25. (eg. with accents), then those letters will now show correctly in
  26. the .txt file when exporting textboxes. And characters which are
  27. icons won't be exported as garbage in .hsi files. [Ralph]
  28. * Attack chains conditions can now be based on the stats of the
  29. targets [James]
  30. * Attack bitset "Never trigger elemental counterattack" [James]
  31. * The map editor's Clone tool now has separate 'merge' and 'replace'
  32. modes (Ctrl+M to toggle) [Ralph]
  33. * When adding a new map layer you may copy an existing one [Ralph]
  34. * When importing an 8-bit backdrop or tileset (eg. exported from
  35. another game) color 0 (transparency) is preserved; when importing
  36. a 24/32-bit one you now have the option to pick the background
  37. color [Ralph]
  38. * Ability to specify the positions of the frames in the source
  39. spritesheet when importing with the sprite editor in full-set
  40. mode (regular offsets between frames only) [Ralph]
  41. * Additional master palettes in import/ [Soda_piggy, Dragontao]
  42. * Added Saved Game Settings menu, with new options to enable saving
  43. and restoring of:
  44. * the spritelayer slice (default parent for new slices). Slice
  45. handles to these slices remain valid after loading.
  46. * strings (including display settings)
  47. [Ralph]
  48. * Most 32 bit BMPs should be importable now [Ralph]
  49. * Attack damage bitset "Healing poison causes regen, and reverse";
  50. useful when attacker or target absorbs damage [Ralph]
  51. * Enemies can now be placed anywhere onscreen in formations [Ralph]
  52. * Added F7 debug key to kill all targettable enemies. Also, the tag
  53. debugger is available in-battle with F4; instant-run moved to
  54. Ctrl+F4. [Ralph, James]
  55. * Added Shift+Tab debug key to speed up the game while held down
  56. (an alternative to Ctrl+Plus/Minus debug keys) [Ralph]
  57. * New formation options: Victory tag to set a tag according to
  58. whether the battle was won, and an option to prevent game over
  59. on death. [MirceaKitsune, Ralph]
  60. * The textbox editor now wraps text as you type [Ralph]
  61. * Automatically keep a few backup copies of any rpg file you edit
  62. This is no substitute for manual backups! Do not forget to
  63. back up your own work! [James]
  64. * Menu for basic importing and exporting of tilemap data from/to
  65. .tilemap and .bmp files (the .bmps are minimaps). [Ralph]
  66. To export images of maps, use RMSephy's tool instead:
  67. https://github.com/Spencer-Zhang/ohr-cartographer
  68. * Option to adjust the framerate. This isn't really a finished
  69. feature, as increasing the framerate leads to crazy walking
  70. animations. You probably shouldn't change the framerate in an
  71. existing game, as it will break all your wait() lengths and hero,
  72. npc, camera, etc. movement speeds. [Ralph]
  73. * Global sound effect options for steal attack success, failure,
  74. and no item to steal. [Ralph]
  75. * Added Regen icon to Battle System Options. [Ralph]
  76. * Hero positions in battle can be customized. [James]
  77. * Starting hero ID can be customized, and you can also set a
  78. 'starting' textbox to display on a new game. [Ralph]
  79. * Added "Old attack positioning at bottom-left of target" back-
  80. compat bitset, which if you turn off places attack sprites at
  81. the center of the target instead. [Ralph]
  82. * You can now run multiple copies of Custom at once (but can't
  83. open the same .rpg more than once). [Ralph]
  84. * You can now use the mouse to select or highlight slices in the
  85. slice editor, press F5 to edit the hidden root slice, F6 to shift
  86. around the view, and V to toggle slice visibility. [Ralph]
  87. * New .rpg files start with a few template walkabout sets, donated
  88. by FnrrfYgmSchnish
  89. * Added options to set how large the game's window should be by
  90. default (by changing the scaling factor). The default size will
  91. for most people be larger than the old 2x default. [Ralph]
  92. * The Distribute Game options will make use of Mac or Windows icons
  93. if it finds the icon files next to your .rpg file. See
  94. http://rpg.hamsterrepublic.com/ohrrpgce/Icons for detaits [James]
  95.  
  96. * Changes
  97. * Hidden menu items no longer affect the width of a menu [Ralph]
  98. * A new Debug/Release mode setting replaces the old script
  99. errorlevel. All existing games default to Release mode. Release
  100. mode hides almost all script errors and warnings; Debug mode
  101. should be used for testing but not for release. [James]
  102.  
  103. * Bugfixes
  104. * Fixed a few cosmetic bugs in the equip menu including possibly
  105. wrong resultant stat value being shown [Ralph]
  106. * Hero stats menu would freeze if Maximum Level was zero [Ralph]
  107. * You can now change the music with a script immediately after a
  108. map change without the ambient music playing for a moment [Ralph]
  109. * Bug 857: Focus camera cannot focus on spots close to map edge
  110. [James]
  111. * Fix heroes getting stuck in active-time battle mode if they are
  112. in the middle of targetting an attack and get hit with a stun
  113. or mute attack. [James]
  114. * "showtextbox happens immediately" backcompat bitset (on for new
  115. games) helps to prevent bugs due to showing two boxes at once;
  116. "show textbox" now affects "current textbox" immediately [Ralph]
  117. * HSpeak accepts files with Mac line-endings again [Ralph]
  118. * Fix attacks that use the attacker's max stats as the base attack
  119. stat [James]
  120. * Fix vehicles that are configured to disable random battles [James]
  121. * Bug 997: Crash/freeze when fullscreening in Mac OS 10.7 and later
  122. * Bug 777: 'Load' menu called from a customisable menu showed a
  123. 'New Game' button which did nothing [Ralph]
  124. * Disabling palette colours for backdrop/tileset import didn't work
  125. for 8-bit BMPs. (Also added mouse support.) [Ralph]
  126. * Bug 1004: Copying a shop didn't copy all the shop items [Ralph]
  127. * Hero attack animations didn't occur if they were weak [Ralph]
  128. * Bug 1005: "hero is walking" didn't work for heroes other than
  129. leader when the caterpillar party was enabled [Ralph]
  130. * Bug 763: NPCs and heros flickered when you walked over the edge
  131. of a wrapping map [Ralph]
  132. * Multi-hit attacks no longer causing dying enemies to dissolve/
  133. fade multiple times, and additional hits are cancelled once all
  134. targets have died [Ralph]
  135. * On-keypress scripts are now always triggered when mouse buttons,
  136. or keys other than move, use and cancel, are held down [Ralph]
  137. * Fix general map data corruption that occured when loading certain
  138. very old games released before July 8 1999 [James]
  139. * Fix a few problems when installed in a read-only location [Ralph]
  140. * Bug 2013: Pre-Beelzebufo games expected backdrops to appear
  141. above the sprite layer [Ralph]
  142.  
  143. * New Plotscripting Stuff
  144. * "Menu action plotscript" special script trigger to run a script
  145. instead of opening the main menu [Lakan Inocencio]
  146. * subscripts: scripts embeddable inside other scripts, with access
  147. to their local variables [Ralph]
  148. * "read item description" counterpart to existing "read item name"
  149. [James]
  150. * "get sprite default pal" [James]
  151. * "NPC is disabled" for detecting when an NPC reference is disabled
  152. by tags or by one-time-use [James]
  153. * "string sprintf" for easier piecing together of strings [Ralph]
  154. * "script error", "get calling script id", "get script name",
  155. "dump slice tree" [Ralph]
  156. * Make $id="foo" return id so that you can write showstring($1="foo")
  157. * Press F5 in Custom's main menu or Script Management menu to
  158. reimport the last imported scripts. And while testing a game
  159. you can now set the scripts to be reloaded automatically (from the
  160. F5 in-game debug menu) [Ralph]
  161. * "camera follows slice" [Ralph]
  162. * "get/set/reset hero picture/palette" family of commands can now
  163. also manipulate hero portrait pictures [James]
  164. * "get level mp" now takes an additional argument, "current stat"
  165. or "maximum stat" [Ralph]
  166. * plotscr.hsd, scancodes.hsi and your game's .hsi file are now all
  167. included automatically, so there's no need to put those "include"
  168. lines at the top of your scripts file [Ralph]
  169. * "get/set active battle pause on all menus" [James]
  170. * "dissolve sprite", "cancel dissolve", "sprite is dissolving",
  171. "wait for dissolve" [James]
  172. * "running on desktop", "running on mobile", "running on console",
  173. "running on windows", "running on mac", "running on linux"
  174. * "show virtual gamepad", "hide virtual gamepad",
  175. "auto virtual gamepad" [James]
  176. * "get horiz align", "get vert align", "get horiz anchor",
  177. "get vert anchor" [James]
  178. * "create select" "slice is select" "set slice select index"
  179. "get slice select index" "slice child index" [James]
  180. * "create scroll" "slice is scroll" "set scroll bar style"
  181. "get scroll bar style" "set scroll check depth"
  182. "get scroll check depth" "scroll to child" [James]
  183. * "create panel", "slice is panel", "get panel is vertical",
  184. "set panel is vertical", "get panel primary index",
  185. "set panel primary index", "get panel percent as int",
  186. "set panel percent", "get panel pixels", "set panel pixels",
  187. "get panel padding", "set panel padding" [James]
  188. * "next npc reference" [Ralph]
  189. * "input string with virtual keyboard",
  190. "input string with mouse keyboard" [James]
  191. * "unhide mouse cursor", "hide mouse cursor" [James]
  192. * "pixel focus camera" [James]
  193. * Added 'visible only' argument to "slice at pixel" and
  194. "find colliding slice" [Ralph]
  195. * "send email" (Android only) [Ralph]
  196.  
  197. * Performance Fixes
  198. * Fixed delay when opening a menu that happened when a large number
  199. of menus were defined [Ralph]
  200. * HSpeak was extremely slow (potentially hours) at reading files
  201. with DOS/Windows line-endings on Linux/Mac [Ralph]
  202. * The script interpreter was running tight loops much (eg 2x) slower
  203. than it used to before Beelzebufo [Ralph]
  204. * Creating or reparenting thousands of slices was slow [Ralph]
  205.  
  206. * Stuff Only Developers Will Notice
  207. * Experimental support for ARM and other non-x86 devices, such as
  208. the Raspberry Pi, and for native 64-bit builds. All thanks to the
  209. FreeBASIC developers! [Ralph]
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