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0.04 Released
- WolfCoder
- 04/02/2014 04:59 AM
- 1995 views
I've just released a new download. Download using that button up there again for these new features:
- Can assign music to maps and they will be played for those maps (or OFF or no change)
- Fixed a bug where editing the charset of a child player object crashes the editor when hitting OK
- Fixed a bug where creating a player with no charset crashes the editor
- Can now import music tracks in the editor (.ogg .flac .mp3 .mid .xm)
- Can select players for being in a new game's initial party
- Can now walk around the map starting from the Player Start position set in editor
- VSYNC is now supported (and will be configurable later) to reduce tearing
- Can now specify the Player Start position by clicking on a blank space in event layer editing mode
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Yay for update :D
I have tested each updated features on editor. Found few bugs:
- The music .xm when played, the timer stays 0.
- When importing music on Resource, when I chose "Import Forlder", it shows this:
Which means I can't import folder outside the editor project.
I have tested each updated features on editor. Found few bugs:
- The music .xm when played, the timer stays 0.
- When importing music on Resource, when I chose "Import Forlder", it shows this:
Which means I can't import folder outside the editor project.
- The music .xm when played, the timer stays 0.
That's not a bug in my program, FMOD Ex can't track the time of module formats. This prevents the editor from setting start/loop times, but you can use OpenMPT to re-sequence the song if it is wrong.. But most of the module song files I found are already properly timed.
Pause/Resume music will still work with module files, supporting the ability for the map music to resume after battle instead of restart.
Which means I can't import folder outside the editor project.
This is a bug although a bug with the tree browser dialog. You can import all folders in levels below the directory of the project (I put mine in My Documents so I could reach all folders next to and below). I really wanted it to start at your project folder but let you go anywhere.
Create a folder where you will dump raw resources in, sorted by type. Because the editor has a modification detector, you can edit those raw resources and they will be automatically imported and updated in the editor.
Very handy for quickly editing something that isn't quite right when you check it in your game, but it's probably a good idea to keep a raw resource folder with your project file so you don't accidentally delete or move it later (the editor can handle it, but it disables auto-re-import for the missing files until you manually re-import them again).
Next, I need events to be in. That's going to be more tricky than before because I'll support events of multiple tiles and such. Then comes the event scripting so that I can test the conditions to select active page, the trigger for that page, and the entering of code. The RPG virtual machine will be built over the next several updates.
I'm starting to run slightly behind intended schedule, but that's because there's a lot of other types of work I have to do. No worries, despite all that, I can likely reach my goal of functionality before April ends.
I'm starting to run slightly behind intended schedule, but that's because there's a lot of other types of work I have to do. No worries, despite all that, I can likely reach my goal of functionality before April ends.
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