Most likely, any of the features that I am adding to IBbasic, that make sense for IB, will be added to IB at some point when Karl has the time.cartons wrote: ↑Mon Mar 22, 2021 1:30 pm These are lots of little changes I would love to be able to make use of in the game I'm working on. If I continue plugging away on the desktop version, will it then be much hassle to convert it to IBBasic to take advantage of these features, or is it like building the game again from the ground up?
As far as converting from IB to IBbasic, I have made tools in the past that converted IB modules to IBmini and early versions of IBbasic for example. I will be doing the same again and it should work very well if you adhere to a few rules:
1) IBbasic does not use height maps, weather system, lighting system, animations outside combat, etc.
2) IBbasic does not use single area images, only tiles. Area and combat maps using tiles and only using layers 1-3 will convert well.
3) Area triggers only use events 1-3. No combat triggers.
4) IBbasic uses 48x48 images for normal tokens (96x96 for large/wide/tall tokens), props, items, etc.
5) Conversations will convert very well. The conversation system is pretty much the same for IB and IBbasic.
6) Containers, Journals, Stores should all convert directly.
7) Creatures and Items should transfer well.
8) Props are not used in IBbasic. Instead, triggers have an image option so they act like props.
9) Player Classes, Races, Effects, Spells, and Traits should come over with a few tweaks possibly needed here or there. IBbasic has a data editor available on PC to customize these.
I mostly used the tools in the past to import all the modules that are currently available for IBbasic. They were all originally created for IB and I converted them to IBbasic and then made any additional edits as needed. Most of the work in the conversion is done by the tool which I'll probably have as part of the IBbasic Data Editor app for PC.