Archive for February, 2009
Customizable MMBN: Update 7

Online Testing Coming as Late as Friday!
I’ve successfully gotten panning and the checking system to work. This is going much quicker and easier than before. I’m looking to add the test builds onto the site on or before Friday, so stay tuned!
HUUUYAAAAAHHHH!!!!!!!!
This is to keep you entertained until the next update. I know I’m two years late
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Customizable MMBN: Update 6

Thought I stopped updating? Nah! I’ve just been splitting the time between this and another project, plus college work and such.
I’ve actually been adding support for Battle Objects and adding in some more scripts.
I’ve taking a completely different route this time. Players, Enemies, and Battle Objects are actually all represented by the same class. I noticed when working on it before that there really isn’t any difference between how they work. They both all run scripts the same way, and since they no longer handle scripts there is no need to split them up.
Customizable MMBN: Update 5

Well, most of my day was spent on homework and another programming project of mine, but I still got a little bit done on the engine. My animation changing scripts work great, and with the switch to constant updating its much easier to make and track adjustments.
I’m going to start working on AI Classes next and begin adding in some scripts. What Navi would you all like to fight against first? I was thinking of bringing back the custom Airman.exe I made for the old version.
Customizable MMBN News: Open Testing Soon

Even though I’m not even close to where my old engine is still, I’ve pretty much gotten the backbone of the script system set up. Since I’m using Pulpcore now, I’ll be able to easily deploy any progress I make to this website. That means you can test the engine as it continues to grow!

