Help catching up on engine updates.

aL BeasTie

Well-known member
It's been a while I have not been closely following the development of the 'new' engine.

-  is there a list of new features, updated commands etc?
- Which is considered the current 'stable' build?

Or if you guys don't mind can get a quick rundown of the interesting bits?  :D
 
Hmm... it's hard to say cause we don't know from where we should start

So let's start with these:
1. Do you know that you can set custom resolution for mod?
2. Do you know that a level set can end without going to hall of fame and gameover screen?
3. Do you know that there's animation for transition from IDLE to DUCK and DUCK to IDLE?
 
Thanks Bloodbane,

1. I known this because most of my mods use it, unless something has changed?
2. I'm not sure, sounds cool thou, I have needed this before
3. That is implemented now? do we have idle anim while ducking ?

I also saw mention of there being a VICTORY animation now ?

EDIT: I know is pretty lazy to ask but I'm trying to read over all the release notes and I'm seeing a lot of changes and updates but nothing is really explained at great length.
 
2. I'm not sure, sounds cool thou, I have needed this before

The commands are:
Code:
disablegameover 1
disablehof 1

You can figure out which does what
These 2 commands are great for test mode in which modders don't need to go to hall of fame nor game over screen
I also use disablehof 1 for my Cherry On Top game:
Metroidvanias don't need hall of fame, that's why :)

3. That is implemented now? do we have idle anim while ducking ?

Yes but too bad I haven't got time to test those yet. Maybe I'll try that in Castlevania Collab demo

I also saw mention of there being a VICTORY animation now ?

Never heard of that.
It's not a big deal since victory animation can be coded easily ;)
 
3. Do you know that there's animation for transition from IDLE to DUCK and DUCK to IDLE?
Now it works like in Mugen_ we have a transition animation before and after the DUCK - DUCKING (before DUCK animation) and DUCKRISE (after DUCK animation).
See here (i need to add it to the game manual) http://www.chronocrash.com/forum/index.php?topic=3947.0

Yes, we have a VICTORY (and LOSE) animation now.
It's not a big deal since victory animation can be coded easily
If we follow this logic, pretty much everything is not a big deal since you could coded it from the scracth. The Duckrise is a great example: you can code it easily? Yes, you can. But the the way it was working wasn't the right one.

That is the difference ;)
 
O Ilusionista said:
If we follow this logic, pretty much everything is not a big deal since you could coded it from the scracth. The Duckrise is a great example: you can code it easily? Yes, you can. But the the way it was working wasn't the right one.

That is the difference ;)

There is a lot of give and take here - and it's something we as developers have to make careful judgement calls on.

Victory animations really are insanely easy to do and adding a native one into the engine was unnecessary bloat. I didn't put it in, but that cat is out of the bag and I won't remove it. However, it is true that transition animations are a lot harder to pull off and so those make more sense. The Ducking transitions are very nice to have, and I have some other similar transition animations planned soon.

DC 
 
I agree with O Ilu  here, and win animation is really really one of most foundational anims, calling it bloat code is just strange.
Show me beatemup without winning animation when you beat the stage  ;D this anim is long overdue
Beastie whats new , i think everything is opened to script now, every entity property you can imagine.
I have some small question...
can we preload samples if we use them in unused follow22 anim ( just to load them) so we can then use these samples from follow22 in other scripts without any load time midgame ? From my experience everytime you load sample then game stops for awhile , that's so DOS. , but when we play samples using "sound" command then theres no load time midgame. I didnt tried that, jsut curious how others are preloading their samples.
 
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