So...
I've done a lot of work over the last few days revamping the battle system, adding some new features and a shiny new HUD (thank you to Moghunter for those scripts. gosh).
Feedback still welcomed and looked for. Enjoy, RPG fans!
Version 11
Change log:
- removed first splash screen
- Overhauled parallax maps, reducing file size.
- Added all new, animated battle HUD (Moghunter)
- Added 'button combo input' to Orphan's knife skills (Moghunter)
- Added chain attack damage counter (Moghunter) for a bit of visual flair.
- FINALLY got the battlebacks animated, no more motion blur substitutes. This is another one thanks to Moghunter's scripts
- Added new Knife Skills icon
- Updated credits
- Fixed stuttering of 'move to' and 'move from' animations in battle
- Adjusted brightness/contrast of battle backgrounds
- Redesigned 'Woodwalk' and 'Outskirts' battlebacks, though I'm still not 100% happy.
- Added new Key Item 'lore'
- Updated Passenger Car 3 puzzle
- Corrected some 'clipping' in text boxes
- FINALLY FINALLY figured out the bug in the stealth section. Here's the explanation, for the technically minded among you:
Events (set to player touch) control a variable "Hidden", setting it to either 0, 1 or 2. If it's set to 1, you're invisible. But the events that handle the opacity/transparency of the cabin walls was set to change "Hidden" to 0 and was on the same priority as the character, so even though you remained in a hidden position, contact with this event could change the variable that determines (in the software's mind) whether you were hidden or not.
- Changed some terminology
- Added/amended some dialogue
- Changed some enemy stats (particularly HP and elemental weaknesses)