Coding Task List - Before IB2 Initial Release

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Re: Coding Task List - Before IB2 Initial Release

Postby youngneil1 » Sun Sep 29, 2019 7:21 pm

IB Beta v173 released - no liabilities, no warranties, use at your own risk:

https://www.dropbox.com/s/mngwn3iqtm7pd ... 3.zip?dl=0

- another fix for equipped ammo (this time concerning sale of equipped ammo)
- added copy (c hotkey) and paste (v hotkey and then left click on target square) for already placed props, works only when not in WP mode (WP button off)
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Re: Coding Task List - Before IB2 Initial Release

Postby youngneil1 » Mon Sep 30, 2019 7:48 am

I am looking into a little glitch that causes autorunning after leaving the shop screen. Also, I will try to pause the realtime timer when returning to mainmap from subscreens like convo, container, shop, encounter... - it will ideally start again on next move. In parallel, I will start rewriting the guide for setting up movers now (referring to the new waypoint interface in the toolset).
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Re: Coding Task List - Before IB2 Initial Release

Postby zach_holbrook » Tue Oct 08, 2019 6:21 pm

Welcome back! Excited to try out the new stuff...
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Re: Coding Task List - Before IB2 Initial Release

Postby youngneil1 » Wed Oct 09, 2019 6:16 am

Thank you, Zach :) ! I am rewriting the guide for setting up moving props currently. I am a very slow and reluctant guide writer, it seems :lol: , but we will get there ;) .
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Re: Coding Task List - Before IB2 Initial Release

Postby Dorateen » Wed Oct 16, 2019 5:55 pm

Hi youngneil1, I would like to get your thoughts on something of a script request.

The gcCheckForItem.cs script has parameters 3 and 4 that are not currently used. Would it be possible to modify this script, to check if an item is actually equipped by a character? Would that work by setting up a parameter and choose true or false? (Maybe by default, leave it blank, but if there is a need to check an item is equipped, then set to true.)
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Re: Coding Task List - Before IB2 Initial Release

Postby youngneil1 » Thu Oct 17, 2019 6:25 am

That's a great idea there, Dorateen. I think it will be doable in the way you describe it (ony my list for v175). v174 upcoming next post as I just finished piecing it together (it contains some ideas I had while guide writing).
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Re: Coding Task List - Before IB2 Initial Release

Postby youngneil1 » Thu Oct 17, 2019 6:30 am

IB Beta v174 released - no liabilities, no warranties, use at your own risk:

https://www.dropbox.com/s/pqbzixr8l2nq8 ... 4.zip?dl=0

- added a stealthModifier for tiles (tile properties): it works for the party as well as npc movers. This way you can eg set up undergrowth areas or shady corners and create some puzzles/challenges revolving around sneaking skillfully aroudn the map (using cover)
- also made a new subcategory of proprerties for props (subcategory 4i in their properties) that allows to set up a stealthModifier that overrides the stealthModifier of a tile; this makes it easier to set up sneaky spots quickly, including their graphics
- the new subcategory right now is only for stealthModifier, but eventually it will cover movement speed modifiers, movement/tile entry restrictions and hazards/environmental damage
- added a copy and paste funtionality for placed triggers to the toolset (works like copying & pasting placed props, see above: select trigger (from drop down of its tile), press c key, press v key, left click anywhere (even on a differnt area) to place an indedendent copy of the trigger); this can speed up building considerably if you find yourself using samey or similar triggers again and again)
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