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Forum » Announcements » Development News » M484GCS V8.2 Release Notes
M484GCS V8.2 Release Notes
Master484Date: Friday, 2014-02-07, 5:15 PM | Message # 1
Group: Administrators
Messages: 69
Status: Offline
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VERSION 8.2
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###########################
ADDITIONS and IMPROVEMENTS:
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### PLAYER ###

Added three new options to the "Advanced Player Options":

1. "DISABLE TRANSFORM IF PLAYER OBJ ID IS"
This allows one to define one Object ID; when Player's current form is this Object,
the Player can't make a "Action Button Transform" (=pressing the Action TR button will do nothing).
But all other "normal" Transforms ( like LifetimeTR and DeathTR ) will still work.

2. "PLAYER RESURRECTION START DIRECTION"
This allows one to define the starting direction that the Player Obj gets when it's created into
the playfield. For example you might want to set this to "North" in vertical scrollers,
and "East" in horizontal scrollers, so that the Player is facing the direction of the scroll.

3. "LIFETIME TR FORCED NEW DIRECTION"
This forces a Player Direction change when a Lifetime Transform happens to it.
This is an universal flag, and if set to any other value than "0", it will affect all
Player Object Lifetime Transforms.
This feature was added to solve some Sequential Anim ---> Directional Anim "frame flash" glitches.

### OBJECTS ###

1. Added a new Shooting Method: "SHOTS DISABLED".
This is useful if you want to disable Player shooting ability in certain object forms.
Selecting this option (-1) will cause "Fire", "Autofire" and "Sub Weapon Fire" buttons
to have no effect when Player's current form is this object.

### SCRIPTS ###

1. The script "FIXED MOVE" can now be used to TELEPORT the Object into an XY Offset
from it's current location. To do this, set Script Speed to "-2", so that it reads
"TELEPORT TO DESTINATION". This causes the object to Teleport the X Y amounts,
after which it proceeds normally into the next script Stage.
Note that only the script "FIXED MOVE" can be used in this way, in all other scripts you can't
set the Speed value to "-2".

2. The Script "GOTO PL XY" now has XY OFFSET controls.
These allow you to move into a "certain -+XY location relative to the current Player XY".
Think about Player "helper drones" that can travel around the screen and then return to Player's sides.
Note that for now only this script: "GOTO PL XY", has these controls.

### MAP EDITOR ###

1. The on-screen "Help Texts" now have a black background box drawn behind them,
which makes them easier to read.

2. When you enter the "Object Pick Screen" from Map Editor, it no longer copies
the BG-color of the Level you're editing, but instead uses the normal M484GCS BG-color.

### CHANGES IN PLAYER "ACTION TRANSFORMS" ###

The way how Player Action Transforms automatically inherit values has been changed.
(Player Action Transforms = "Sub Weapon Fire Transform" and "Action Button Transform")
Right now the "internal automatic inheritance table" (that users cant see or edit) looks like this:
-
InheritEnergy=YES
InheritSpeed=YES
InheritAmmo=YES
InheritShots=NO
InheritLifetime=NO
InheritScript=NO
InheritAnimation=YES
-
Previously they were all "YES"
I changed them because "Inherit Lifetime=YES" caused big problems,
usually the inherited value was "Unlimited", which made you "stuck" in the new form;
a "Lifetime return" was impossible because it inherited the "Unlimited" value.
"Inherit Shots=YES" was also problematic because the new form always got the old weapons.
And "Inherit Script=YES" was meaningless because Player cant have scripts.
NOTE: As mentioned, these flags can't be changed from the editor...
...At least right now. But maybe some future update will change this.

###########################
BUGS FIXED:
###########################

- FIXED:
When "Autofire" button was held down, player could still press the normal "Fire" button,
which caused "extra shots" to appear and this allowed one to easily bypass the "autofire delay"
limitation. But now I have removed this "feature"; you can no longer "press" Fire and if Autofire
is already pressed down. But if you for some reason want to have the previous style firing controls,
then "Sub Weapon Fire" and "Autofire" can still be pressed together, and these can be used to achieve
the old effect.

- CHANGED:
"Fire" and "Sub Weapon Fire" can no longer happen during the same frame.
If both buttons are pressed during the same frame, then Sub Weapon Fire happens,
but normal fire does not. This affects only the "Fire" button, "Autofire" is not affected.
 
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