Desktop version of update 17 is out! (Screenshot shows replay list)
- Replay Support.
- Support for sound. (Music will come in 17B)
- Support for chip folders.
- Chip menu support for types.
- Chip menu support for damage.
- Corrected panel highlighting.
- Expanded text generator support.
- Results screen (With no results
. They’ll come in 17B, but you can save replays here).
Expect update 17B in a couple of days. Website version will be updated with 17B at that time. I’ve also removed the .bat startup from the zip file. It’ll be replaced by a Webstart version in 17B, which will solve the problem those have with launching the game (and also the sound problem). For now, double click the jar to play.

I’m wondering how many are interested in this?
I’ve been thinking about this for some time, and looking through the base engine of PulpCore I believe I can pull this off. Basically, it would allow you to change the pallet of sprites through the engine and save it for use through scripts.
If I decide to add it in, it’ll most likely come in Version 18 or 19. Version 17 will be out by Wednesday at the latest.

You will be able to save and watch replays of your battles now
I actually started working on this today, and feel I’ll definitely be able to finish it for the next update. I also want to add more entities and battles for you guys to play around with aside from the incomplete Airman battle. Things are picking up!

Update 17 will bring the following and more:
- Support for sound and music
- Support for chip folders
- Chip menu support for types
- Chip menu support for damage
- Corrected panel highlighting
- Combined numbers with text generator
- An example of how to create a sword attack
Those are guaranteed to be in. I’m going to fit more features in before I release though. I’m thinking of implementing the Bezier curve for bomb and other throwing chips next.
Sorry for the delay. A stupid bug took up more time than it should have.
- Added the ability for the battle to end now. Please look at the new scripts and the Battle XML file to see how it is done. Basically, important entities are “marked” for battle, and when all of the marked entities on one side of the field are defeated (Unmarked), the battle is over.
- With this come two built in Notification scripts: 0 HP and Victory. Look at the Megaman XML (and Airman) to see how these are used.
- Also with this comes two more scripts for Battle XML files: Left End Phase and Right End Phase.
- Added in more checking scripts related to Panels. You can see how these are used by looking at the new AreaSteal Chip
. - Also not the new initiation variable and scripts for entities: damageable (variable) and Set Damageable (script). This is used now for checking whether something can be damaged or not.
- Made more error catching for potential script errors you may make.




