Input Keys The new Key Combo input type allows using a sequence of input keys as input (e.g. 'A+A+B'). Define a list of input keys and the time the player has to press the next button for each combo key - also allows adding input keys that should be ignored (i.e. not break a combo).
Value Inputs The value inputs used in game options and the value input dialogue can be edited using input keys. Previously they've only been editable with mouse/touch. Displaying the selected value input currently requires using the choice cursor.
Check Equipment Step The Check Equipment Step can now also check simply if a weapon or armor is equipped on an equipment part - without checking for a specific weapon/armor.
Alpha Mask Textures You'll be able to use alpha mask textures to hide parts of images. You can either use your own material with shader and mask texture assigned, or simply select a mask texture and use a built-in material/shader :) Can be used by most image settings (e.g. background images, portraits, HUDs, image event steps).
Add Force Rigidbody Step Add a force to 2D or 3D rigidbodies.
Position Force Rigidbody Step Add a force to a position, applying force/torque to 2D or 3D rigidbodies.
Add Torque Rigidbody Step Add torque to 2D or 3D rigidbodies.
Explosion Rigidbody Step Add an explosion effect force to 3D rigidbodies.
Stop Rigidbody Step Stops force/torque from event steps on 2D or 3D rigidbodies.
Menu Screens Menu screens can now remember the last selection made by the user.
GUI Boxes Moving in/out now supports scaling the GUI box - can be used for nice zoom or scroll effects :)
Combatant Exp Rewards You can now define experience rewards without using the actual status values of the combatant (in the Status Development settings. Up until now, the combatant's experience status values have been used for exp rewards, this can now be separated.
Random Battle Chance Option The option menus (main menu and menu screens) allow changing the Random Battle Chance. Changes the chance for random battles happening. Used as percent of the chance defind in 'Random Battle Areas' (plus bonuses). E.g. 100 % is the default chance, 0 % is no random battles, 200 % is double chance.
Control Maps When using Attack as a control key action, you can optionally select an Equipment Part to use for the attack. Uses the attack of a weapon equipped on the equipment part - of course this is only possible if a weapon is equipped and it has Override Attack enabled.
Battle Menus The new Equipment menu item type displays the combatant's equipment parts and allows changing the equipment.
More stuff as it's coming in :)
Post edited by gamingislove on
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About the Key Combo, will we be able to perform abilities for each single button input, or will it only be a single ability after a sequence of commands?
For example, if the command is "A+B+A" can I have an ability perform for each button pressed?
If you're loving the key combos, than you'll love the new
Alpha Mask Textures You'll be able to use alpha mask textures to hide parts of images. You can either use your own material with shader and mask texture assigned, or simply select a mask texture and use a built-in material/shader :) Can be used by most image settings (e.g. background images, portraits, HUDs, image event steps).
@Griffin No, the key combos will only fire the input/action after the full combo has been finished. Making ability combos is already possible by simply assigning each ability on one key. And if you want ability X to be only useable after ability Y, you just have to set this up in the ability's Requirements :)
Post edited by gamingislove on
Please consider rating/reviewing my products on the Asset Store (hopefully positively), as that helps tremendously with getting found. If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
Add Force Rigidbody Step Add a force to 2D or 3D rigidbodies.
Position Force Rigidbody Step Add a force to a position, applying force/torque to 2D or 3D rigidbodies.
Add Torque Rigidbody Step Add torque to 2D or 3D rigidbodies.
Explosion Rigidbody Step Add an explosion effect force to 3D rigidbodies.
Stop Rigidbody Step Stops force/torque from event steps on 2D or 3D rigidbodies.
Please consider rating/reviewing my products on the Asset Store (hopefully positively), as that helps tremendously with getting found. If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
Menu Screens Menu screens can now remember the last selection made by the user.
GUI Boxes Moving in/out now supports scaling the GUI box - can be used for nice zoom or scroll effects :)
Combatant Exp Rewards You can now define experience rewards without using the actual status values of the combatant (in the Status Development settings. Up until now, the combatant's experience status values have been used for exp rewards, this can now be separated.
Random Battle Chance Option The option menus (main menu and menu screens) allow changing the Random Battle Chance. Changes the chance for random battles happening. Used as percent of the chance defind in 'Random Battle Areas' (plus bonuses). E.g. 100 % is the default chance, 0 % is no random battles, 200 % is double chance.
Release within the next few days!
Post edited by gamingislove on
Please consider rating/reviewing my products on the Asset Store (hopefully positively), as that helps tremendously with getting found. If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
Please consider rating/reviewing my products on the Asset Store (hopefully positively), as that helps tremendously with getting found. If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
Hah, I saw that random encounters feature and immediately thought Bravely Default as well. Legend of Dragoon for the PSX also had a novel way of dealing with random encounters; basically just a gauge that would fill up until you got into a battle, and you could use items to lower the gauge. Pretty neat. GUI scaling is a nice touch!
Any chance of the Control Map 'Attack with' > 'Equipment Part' feature coming in this update, GiL? Trying to see if I can work around it temporarily via really convoluted global events, but it's getting increasingly difficult. :(
Abilities, Items Abilities and items can change the Random Battle Factor for a defined amount of time. The default random battle factor is defined in the battle settings and can be influenced by player group member bonuses (e.g. equipment, status effect). While the factor is changed by an ability or item, the bonuses are ignored. The factor is set in percent, e.g. 50 means half chance (50 %), 0 prevents random battles.
@Kirb Send me an email with some more details on what should happen in the background when using a selected equipment part for attacks/abilities (contact@orkframework.com). I don't see it coming in this update, it'd require a rather big change in the system ...
Please consider rating/reviewing my products on the Asset Store (hopefully positively), as that helps tremendously with getting found. If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
Bravely Default gave me the biggest confidence boost about what I'm aiming to do with gameplay. I wasn't planning to have random encounters, though, but they could be more enticing now in 2.0.6... I'll at least give them a shot. :D
And thank you for adding key support for the options.
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For example, if the command is "A+B+A" can I have an ability perform for each button pressed?
You'll be able to use alpha mask textures to hide parts of images.
You can either use your own material with shader and mask texture assigned, or simply select a mask texture and use a built-in material/shader :)
Can be used by most image settings (e.g. background images, portraits, HUDs, image event steps).
@Griffin
No, the key combos will only fire the input/action after the full combo has been finished.
Making ability combos is already possible by simply assigning each ability on one key. And if you want ability X to be only useable after ability Y, you just have to set this up in the ability's Requirements :)
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
Add a force to 2D or 3D rigidbodies.
Add a force to a position, applying force/torque to 2D or 3D rigidbodies.
Add torque to 2D or 3D rigidbodies.
Add an explosion effect force to 3D rigidbodies.
Stops force/torque from event steps on 2D or 3D rigidbodies.
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
Those rigidbody steps are super handy as well!
---------------------------------------
Personal Twitter: https://twitter.com/AMO_Crate
I make RFI! https://twitter.com/NootboxGames
Menu screens can now remember the last selection made by the user.
Moving in/out now supports scaling the GUI box - can be used for nice zoom or scroll effects :)
You can now define experience rewards without using the actual status values of the combatant (in the Status Development settings.
Up until now, the combatant's experience status values have been used for exp rewards, this can now be separated.
The option menus (main menu and menu screens) allow changing the Random Battle Chance. Changes the chance for random battles happening.
Used as percent of the chance defind in 'Random Battle Areas' (plus bonuses). E.g. 100 % is the default chance, 0 % is no random battles, 200 % is double chance.
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
Any chance of the Control Map 'Attack with' > 'Equipment Part' feature coming in this update, GiL? Trying to see if I can work around it temporarily via really convoluted global events, but it's getting increasingly difficult. :(
---------------------------------------
Personal Twitter: https://twitter.com/AMO_Crate
I make RFI! https://twitter.com/NootboxGames
Abilities and items can change the Random Battle Factor for a defined amount of time. The default random battle factor is defined in the battle settings and can be influenced by player group member bonuses (e.g. equipment, status effect).
While the factor is changed by an ability or item, the bonuses are ignored. The factor is set in percent, e.g. 50 means half chance (50 %), 0 prevents random battles.
@Kirb
Send me an email with some more details on what should happen in the background when using a selected equipment part for attacks/abilities (contact@orkframework.com).
I don't see it coming in this update, it'd require a rather big change in the system ...
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
---------------------------------------
Personal Twitter: https://twitter.com/AMO_Crate
I make RFI! https://twitter.com/NootboxGames