Customizable MMBN: Update 16

update16out
A lot of things were updated/added.

  • Entity Flashing, Panel Flashing, and Screen Flashing are now available through scripts. Panel Flashing will be updated in the in 16B to cover the entire panel.
  • Custom Bar Support updated. Now you can check if its filled, change its speed during battle, and pause its updating.
  • Custom Menu updated. Now respects the max chip selection you set. Also removes chips and adds new ones after you select them
  • Customizable settings for battles. Now you’ll be able to change the custom menu, custom bar, background, and chip name generator
  • Automatic direction change for sprites. Now, the sprites will automatically flip depending on what side they are created on. Check the new “direction” attribute in the Animation Pack XML files. Also, check the new entity creation “At Side” script in the battle files! You must used that script for creating in the battle XML files. Use the regular entity creation scripts everywhere else.
  • Used Chip Display. Just added in today (shown in screen shot), you can display your last used chip
  • Note the new time freeze scripts do 7 independent scripts at once. This was needed so you didn’t have to add the 7 scripts individually just for summoning. Pretty much 14 scripts condensed into 2 to save time.
  • Panning Offset. Now you can pan entity offsets to do things like having an entity fall from the sky.

It feels like I’m forgetting some things, but this is most of what the new update consists of!

13 Comments »

  1. Adrian Russel Roya(tafka Fox) Said,

    July 11, 2009 @ 5:19 pm

    Heh. Cool. Now I can work on my stuff. Let all hell break loose.

  2. Legendary Hoamaru Said,

    July 11, 2009 @ 6:32 pm

    If there is anything else specific you want added to the engine just ask! I can see what I can fit in for the B update.

  3. Lcarens Said,

    July 12, 2009 @ 3:37 am

    Woot!
    Looks like after this update, this is going to become ALOT more popular. :)
    This is exactly what I needed for my edit.

  4. Lcarens Said,

    July 12, 2009 @ 3:41 am

    By the way, one thing I would like is the chip menu to reappear if you push A or S.

  5. Lcarens Said,

    July 12, 2009 @ 3:56 am

    Nevermind, found out how to open the custom menu.
    Ummm….
    Maybe Game Over and Winning screens?

  6. Legendary Hoamaru Said,

    July 12, 2009 @ 6:15 am

    Yea, that’d actually be the best thing to work on next. Scripts for ending the battle I’ll work on next, and I’ll also add reaction/notification scripts for the battle depending on what happens.

  7. Lcarens Said,

    July 12, 2009 @ 11:53 am

    What is the difference between the first battle and the second?

  8. Legendary Hoamaru Said,

    July 12, 2009 @ 2:09 pm

    Nothing :P . I was planning to do something but got caught up in updating everything else.

  9. Lcarens Said,

    July 13, 2009 @ 4:51 pm

    Program Advances?

  10. Lcarens Said,

    July 13, 2009 @ 5:02 pm

    And is there a way to make it so it gives a error again?
    I’m having a problem with a script, and that helped to find what was wrong.

  11. Legendary Hoamaru Said,

    July 14, 2009 @ 12:14 am

    It actually still should give an error. The problem may have to do with a wrong animation being chosen (Wrong animation name?), which I haven’t added a counter in for. I’ll add it in for the next version though.

    You could also post the script you’re having a problem with in the forums too.

  12. Lcarens Said,

    July 14, 2009 @ 3:07 am

    That was exactly what was wrong.
    In the LHanimationpack file, I misspelled it. >_<

  13. Lcarens Said,

    July 14, 2009 @ 3:56 am

    Great, now I can’t get it to do damage.

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