Slowdive's Little Daily Blog

Discuss anything in general about the IceBlink Engine + Toolset project (or anything else) here.
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slowdive
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Re: Slowdive's Little Daily Blog

Post by slowdive »

youngneil1 wrote: Tue May 11, 2021 7:34 am Awesome progress, Jer! It warms my heart to see all the action going on, you are on a fine run, for sure :).
Thanks Karl!

Today I worked on adding finesse weapon, critical multipliers, threat range, and transfer hp/sp effects. Below is the effect editor with a vampiric touch effect and spell:
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Add here is the finesse weapon, light weapon, threat range, and crit multiplier (and I changed the "Allowed For" to show full name, but I'll need to add a better word wrap on this one):
IB09.PNG
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slowdive
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Re: Slowdive's Little Daily Blog

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Some screenshots from v199 testing:
IB10.PNG
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IB11.PNG
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cartons
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Re: Slowdive's Little Daily Blog

Post by cartons »

Eager to play with all these new toys!

I notice in the log target 'Kobold' is not red when targeted and killed by the Minor Drain attack, but you'll probably get around to that!

Are you thinking ahead to some applications for your own games once you're satisfied with the state of the engine?
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Re: Slowdive's Little Daily Blog

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cartons wrote: Sun May 16, 2021 4:03 pm Eager to play with all these new toys!

I notice in the log target 'Kobold' is not red when targeted and killed by the Minor Drain attack, but you'll probably get around to that!

Are you thinking ahead to some applications for your own games once you're satisfied with the state of the engine?
v199 is already posted here on the forums:
viewtopic.php?f=6&t=46

I will need to clean up the log colors and I'm open to any suggestions of course. I don't have any plans specifically for my modules on the use of the new systems, but I will be using them.


I'm currently working on adding some default creatures to IBbasic (will be in 1.0.07):
(still need to add the SP and XP numbers)
IB15.PNG
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youngneil1
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Re: Slowdive's Little Daily Blog

Post by youngneil1 »

Yeah, crits ranges and multipliers are back! Great work there - they allow for more item diversication and some interesting new traits in the long run. Balancing encounters is a bit harder with them because luck plays an even more important role. Then again, it's very satifying to land a devastating crit at the right moment :D .

Vampiric drain is elegantly integrated - very easy to use for authors this way.

Coloring eveything correctly is a painful exercise. I spent lots of time trying to unify stuff (and still it's quirky here and there).

Always warms my heart to see monster tables - that's an impressive lot already :) .
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slowdive
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Re: Slowdive's Little Daily Blog

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Thanks Karl! I am doing me best to import into IB all the new features I added to IBbasic.

I finished all the default creatures and items for IBbasic today. I have a few more tasks to do before I am ready to release version 1.0.07 (see the feature list viewtopic.php?p=439#p439 ). I still need to post a version to the Apple App Store, but it is such a painful and convoluted process compared to Google Play... I'll probably wait for 1.0.07 to be ready first and post that version to the App Store.
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Re: Slowdive's Little Daily Blog

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Today, for IBbasic, I added a "release notes" property for modules so that builders can describe any changes to their module in the current version. Players will be able to click on a button to see the "release notes" from the launcher screen (I'll probably add this to the module's title screen as well). I also added all the code for the server parts related to "release notes" and for "isPublic". The "isPublic" flag on your module allows you to post your module to the server, but leave as private until you are ready to make it public. The benefit to having a private version on the server is that only the module author can download their private module. This way they can work on the module on multiple devices and at different times. So when on the go, you can make some edits on your phone and then push the updates to the server (leave the "isPublic" setting to off). Then when you get home, you can download the module from the server onto your PC and do some more work and then push to the server again for when you are on the go. When working in private mode ("isPublic" checkbox unchecked), you do not have to increase the version number in order to push updates to the server.
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Re: Slowdive's Little Daily Blog

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I finished the "isPublic" code on the server side and in the app. So I just need to finish adding more tokens and other default artwork then update the Tutorial module. I'll also need to verify that I didn't break anything in the existing posted modules (Blackwinter, Raventhal, Birthday) when I did work on the default creatures and items. After that, I'll be ready to post version 1.0.07.
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Re: Slowdive's Little Daily Blog

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I added a toggle in the conversation editor to set all conditionals on the current node to either "And" or "Or" logic. There are also a few notes to show if the selected conditional is (AND) or (OR) and the toggle button changes from on to off depending on which node is selected.
IBbasic19.png
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I have just about completed the "Tutorial Module" for IBbasic so I should be able to post v1.0.07 soon.
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Re: Slowdive's Little Daily Blog

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I posted v1.0.07 to the NW Vault and to Google Play. I still haven't set up the app for the Apple App Store, but hopefully I can work on that a bit tomorrow.

EDIT: I have IBbasic v1.0.07 (the iOS version) available via Apple's Test Flight program. For anyone who wants to give it a try, let me know.
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