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Progress Report (8/2)

  • Pasty
  • 08/03/2014 05:31 AM
  • 243 views
Hey, y'all.

Contract work's got me pretty busy, but I managed to do some stuff!

Picture Manager

Implemented the Picture Manager. This is a structure that holds "pictures" that behave much like RPG Maker's pictures do, except there is (theoretically) no limit on the number of pictures you can show. The Picture Manager object holds all pictures and picture metadata in a ds_grid structure and iterates through that ds_grid in the Draw event, drawing each picture in the order in which it was added to the grid. As this is done with a loop, I will be testing to see how many pictures it takes to cause drawing slowdown.

Right now, you can only create and destroy pictures, but there will eventually be a way to tint, scale, and change depth of pictures. The way the system's supposed to be set up, you shouldn't even need pictures that much, but I thought I'd put it in anyway. Just because I personally wouldn't use a feature doesn't mean someone else thinks the same way as me.

New Event Commands

ACTOR_CHANGENAME: This will change the first, middle, and last name of any actor in your database table. As a bonus, it updates the actor ID handle, too. This is why you should never reference an entity by a handle string. You should call gscrEntityGetHandle() instead!
ACTOR_CHANGETITLE: This will change the actor's title.
ACTOR_CHANGEGENDER: This will change the actor's gender.
ACTOR_CHANGEDESCRIPTION: This will change the flavor text of the actor.
PICTURE_CREATE: This will create a sprite picture at the specified (x,y) coordinates.
PICTURE_DESTROY: This will destroy a sprite picture given that picture's string handle.

Thanks for reading.