Busy with stuff, so not that much new yet, bust still cool new features - coming end of next week:
HUDs: Combatant, Turn Order The new Click Action settings enable you to do some stuff when clicking on a HUD element. You can call a menu screen (with the combatant as user), change the current menu/shop user, change the player and select a target in battles (like clicking on the combatant's game object).
HUDs The new Expand Bounds setting for an element's background image will optionally increase the element's display bounds to show the whole background image.
Menu Screens: Ability, Ability Tree, Inventory, Status Value Upgrade The new Don't Return setting will prevent the menu from going back to the previous menu screen when using Close After Use.
Menu Screens: Ability, Inventory Animate Use defines if using an ability/item will be animated, i.e. it's battle events are performed. E.g. pausing menu screens will be able to use items without animating them, which kinda blocked the menu. By default enabled.
Battle System The battle gains dialogue can now be automatically closed after some time by using the new Auto Close settings. Available in all battle system types.
Battle End Events Auto Close is also available in the Collect Battle Gains step when showing the dialogue.
Input Keys New input origins: Mouse and Touch! You can now use mouse button clicks and touches as inputs, e.g. double click or two-finger touch. Can't be used as axis, though.
Text Formats The minimum Font Size is now 0 instead of 1.
Game Variables The new Approximately check type for float game variable checks uses Mathf.Approximately to check if two floats are similar. Since float numbers are somewhat tricky when it comes to Is Equal, you should use that check if you're having problems with it :) Also, the Vector3 distance check can now also use Range Inclusive, Range Exclusive and Approximately.
Event System: Check Steps The new Check Value step allows checking a value (e.g. the result of a formula or a game variable) against other values using all the nice float checks.
Event System: Movement/Rotation/Faction Steps Range Inclusive, Range Exclusive and Approximately check types available in the Check Distance, Check Transform, Check Angle and Check Faction Sympathy steps.
Formulas: Check/Position Steps Range Inclusive, Range Exclusive and Approximately check types available in the Check Formula Value, Check Distance and Check Angle steps.
Battle AI: Position Steps Range Inclusive, Range Exclusive and Approximately check types available in the Check Distance and Check Angle steps
Editor A Copy to Clipboard button is now displayed below the help text box. Let's you copy the help text to the clipboard, e.g. for translating it via google translate :)
Battle System The new Defend First setting will force defend actions to be performed before other actions. Doesn't take already performing actions into account. Available in all battle system types.
Game Settings: Bestiary/Battle AI Finally, the Use in Battle AI setting allows you to use bestiary information for battle AI status checks when a player combatant checks an enemy. If the player doesn't know the checked status information (e.g. attack attributes of the enemy), the check will fail.
Battle AI: Status Steps Force Knowledge setting available in Check Status, Get Status Value, Get Attack Attribute and Get Defence Attribute steps. Optionally forces player combatants to have full knowledge about an enemy's status information when checking him.
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!
Game Variables The new Approximately check type for float game variable checks uses Mathf.Approximately to check if two floats are similar. Since float numbers are somewhat tricky when it comes to Is Equal, you should use that check if you're having problems with it :) Also, the Vector3 distance check can now also use Range Inclusive, Range Exclusive and Approximately.
Event System: Check Steps The new Check Value step allows checking a value (e.g. the result of a formula or a game variable) against other values using all the nice float checks.
Event System: Movement/Rotation/Faction Steps Range Inclusive, Range Exclusive and Approximately check types available in the Check Distance, Check Transform, Check Angle and Check Faction Sympathy steps.
Formulas: Check/Position Steps Range Inclusive, Range Exclusive and Approximately check types available in the Check Formula Value, Check Distance and Check Angle steps.
Battle AI: Position Steps Range Inclusive, Range Exclusive and Approximately check types available in the Check Distance and Check Angle steps
Editor A Copy to Clipboard button is now displayed below the help text box. Let's you copy the help text to the clipboard, e.g. for translating it via google translate :)
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!
Battle System The new Defend First setting will force defend actions to be performed before other actions. Doesn't take already performing actions into account. Available in all battle system types.
Game Settings: Bestiary/Battle AI Finally, the Use in Battle AI setting allows you to use bestiary information for battle AI status checks when a player combatant checks an enemy. If the player doesn't know the checked status information (e.g. attack attributes of the enemy), the check will fail.
Battle AI: Status Steps Force Knowledge setting available in Check Status, Get Status Value, Get Attack Attribute and Get Defence Attribute steps. Optionally forces player combatants to have full knowledge about an enemy's status information when checking him.
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!
HUDs: Combatant, Turn Order The new %c text code displays the change between current and preview value of a status value or attack/defence attribute.
HUDs The new Start Toggle State setting allows setting if a HUD is toggled on or off at the start of the game. When using Only While Key, this inverses the display state (i.e. the HUD is hidden while the key is valid).
Menu Screens: Combatant The combatant menu part can now optionally display the Ok and Cancel buttons, e.g. to progress to the next page when using 'Accept Next Page' or close the menu screen by pressing the cancel button.
Status Requirements You can now check if the combatant is a selected combatant or not using the new Combatant requirement.
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!
Thanks so much. Know it's a lot of work but value the care you take to make the Framework grow as a wonderful game-making tool and the apparent joy with which you do it. : )
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!
---------------------------------------
Personal Twitter: https://twitter.com/AMO_Crate
I make RFI! https://twitter.com/NootboxGames
The new Approximately check type for float game variable checks uses Mathf.Approximately to check if two floats are similar. Since float numbers are somewhat tricky when it comes to Is Equal, you should use that check if you're having problems with it :)
Also, the Vector3 distance check can now also use Range Inclusive, Range Exclusive and Approximately.
The new Check Value step allows checking a value (e.g. the result of a formula or a game variable) against other values using all the nice float checks.
Range Inclusive, Range Exclusive and Approximately check types available in the Check Distance, Check Transform, Check Angle and Check Faction Sympathy steps.
Range Inclusive, Range Exclusive and Approximately check types available in the Check Formula Value, Check Distance and Check Angle steps.
Range Inclusive, Range Exclusive and Approximately check types available in the Check Distance and Check Angle steps
A Copy to Clipboard button is now displayed below the help text box. Let's you copy the help text to the clipboard, e.g. for translating it via google translate :)
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
■iOS
https://itunes.apple.com/us/app/id679133055
■Android
https://play.google.com/store/apps/details?id=com.WabiPlant.SAMURAI100SlashLite
New ORK Battle Game
■iOS
https://itunes.apple.com/jp/app/id1403510381
■Android
https://play.google.com/store/apps/details?id=com.Company.AgentFight
The new Defend First setting will force defend actions to be performed before other actions. Doesn't take already performing actions into account.
Available in all battle system types.
Finally, the Use in Battle AI setting allows you to use bestiary information for battle AI status checks when a player combatant checks an enemy.
If the player doesn't know the checked status information (e.g. attack attributes of the enemy), the check will fail.
Force Knowledge setting available in Check Status, Get Status Value, Get Attack Attribute and Get Defence Attribute steps.
Optionally forces player combatants to have full knowledge about an enemy's status information when checking him.
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
The new %c text code displays the change between current and preview value of a status value or attack/defence attribute.
The new Start Toggle State setting allows setting if a HUD is toggled on or off at the start of the game. When using Only While Key, this inverses the display state (i.e. the HUD is hidden while the key is valid).
The combatant menu part can now optionally display the Ok and Cancel buttons, e.g. to progress to the next page when using 'Accept Next Page' or close the menu screen by pressing the cancel button.
You can now check if the combatant is a selected combatant or not using the new Combatant requirement.
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
Follow the game Development on Twitter https://twitter.com/Fore_Lore_Games
or check out the face book page here https://www.facebook.com/ForeLoreGames
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
Follow the game Development on Twitter https://twitter.com/Fore_Lore_Games
or check out the face book page here https://www.facebook.com/ForeLoreGames
Thank you so much for all the great fixes and updates :-)