Blizz-ABS Bug and Suggestion Compilation

Started by winkio, April 21, 2010, 03:40:33 am

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winkio

so with 2.8 out, the next project is a demo of the combo system.  Do people have any preference between it being in CoSLaL, Dissipate, or just a generic project?

WhiteRose

Though Dissipate was a fantastic game, I really enjoyed the humor of CoSLaL, so I'd have to say I'd prefer that to be the example project. Wasn't Blizz working on (or at least planning) a CoSLaL:EXA edition or something?

Blizzard

LB still didn't finish the sprites for that one. ._.

I want your babies, winkio.
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Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

winkio

@Blizz: if you ever come near my children, I might have to kill you.

Also, for anyone who is wondering, this is my current plan:
1.  Release combo demo
2.  Add a lot of features and get up to version 2.9
3.  Fix all bugs and do as many small features as possible by 2.95
4.  Closed beta testing of 2.96 to 3.0.
5.  Release 3.0
6.  Never update this script again

So that's how it's going to happen.  The closed beta testing is so that I can release partial features, play around with new ideas, eliminate all bugs, and get some feedback before releasing 3.0.  Oh, and it's also to raise some hype ;)

Sase

July 11, 2010, 11:50:19 am #164 Last Edit: July 11, 2010, 11:52:20 am by Sase
Don't know if it has been suggested yet, but custom passability to work with pixel movement (mainly for slanted corners) of 2 and above.

In other words, A slanted passability.

A picture tells more than a thousand words:

winkio

You know, that's actually not a bad idea.  It would just be an option that changes diagonal passability so that only one of the adjacent tiles has to be passable, no both.

Subsonic_Noise

That actually could make 8-way / isometric movement much easier, too.

winkio


Blizzard

You misunderstood me wanting your babies. :P
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Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

winkio

No Blizz, I understand the compliment, and what it refers to, but then I had the scary thought of you with children, so I just had to make that comment XD

WhiteRose

Quote from: winkio on July 11, 2010, 06:13:09 pm
No Blizz, I understand the compliment, and what it refers to, but then I had the scary thought of you with children, so I just had to make that comment XD

Justified, considering he is Pedobear, after all.

Regarding Sase's idea for diagonal passability, I like it, but using terrain tags one and two would likely cause issue with other scripts that also use terrain tags, as the low numbers tend to get used first. Maybe you should make the diagonal terrain tags customizable numbers. I'm sure you'd probably think of this as well, but I thought I'd throw my opinion out there.

G_G

Nice job winkio! When I get the time I'll test it out! <3

winkio

Quote from: WhiteRose on July 11, 2010, 06:36:59 pm

Regarding Sase's idea for diagonal passability, I like it, but using terrain tags one and two would likely cause issue with other scripts that also use terrain tags, as the low numbers tend to get used first. Maybe you should make the diagonal terrain tags customizable numbers. I'm sure you'd probably think of this as well, but I thought I'd throw my opinion out there.


It wouldn't be terrain tag, it would just be the option to change it so that when traveling diagonally, only one of the two adjacent tiles has to be passable.  This would make it so you wouldn't get caught on a slanted wall, or something of that sort.

Sacred Nym

Blizz-ABS is looking pretty awesome and I love the way the combo system turned out, but there are still a couple of things that bug me about it.

1) Say I wanted to make a skill that's supposed to act as a Wind Elemental sword attack, but I just can't get the scope right. Direct type could work except it would only hit one target instead those in range like a regular sword attack. On top of that I could hit an enemy that I have my back to, which is wrong on too many levels for me to even consider an option. Shooting/thrusting/beam types would work except that the skill is supposed to be a slash, not a stab.

tl;dr add Sword type scope to skills. Probably Flail and Boomerang too as neither of those can be emulated with the current choices.

1.5) Something else I thought of while typing up the above; having skills that could use the range scope from the actor's currently equipped weapon.

2) Last thing (that I can think of at least :P) has to do with the way shockwave and super-homing skills work. Namely that little range circle that shows all the enemies that will be targeted. I have to ask, why can't we just fire the skill off? I find that, since you aren't actually choosing a target, to be more that a little distracting, especially if I have such a skill in the midst of a combo. My suggestion, add an option to turn it off, or just take it out completely.
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winkio

Those are all valid ideas.  The weapon/skill/item system is something I've been giving thought to off and on.  It will probably go in a new direction, possibly the one you described, by 3.0.

G_G

I'm trying to create a claymore type thing. I have the graphic off center to make it appear as if an enemy steps in front of it to explode. Anyways when I set it, no matter what direction I'm facing, the claymore will always be facing down even if I lay it while facing left.

Something to allow directional traps would be cool.

Blizzard

Lol, looks like I took it too far with the pedobear. xD Time to become a seducer who can program again. xD
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Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

poxy

Few ideas I had:

1. Option to set charset for the beam, which would be just 4 sprites for each direction (8, if diagonal shooting is available  :up:) where BABS would repeat the char back to back to make the beam for the range defined in the skill. Would add some variety and customization to the beam skill, methinks

2. Option to set enemies to turn into a single corpse sprite... say if someone wanted a game where the enemies dropped treasure chests (like SoM) and not want to copy and rename the same file x number of times... or is there an easier way to do this?

Also-
Quote from: Sacred Nym on July 11, 2010, 08:19:31 pm
2) Last thing (that I can think of at least :P) has to do with the way shockwave and super-homing skills work. Namely that little range circle that shows all the enemies that will be targeted. I have to ask, why can't we just fire the skill off? I find that, since you aren't actually choosing a target, to be more that a little distracting, especially if I have such a skill in the midst of a combo. My suggestion, add an option to turn it off, or just take it out completely.


3. Wanted to branch from this idea to suggest an option for auto-homing vs single targets, where the projectile locks on to the nearest target and follows.

That's all, thanks. : )
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winkio

1. definitely, already planned
2. interesting, I'll think about it
3. there is going to be a quite large remake of skill and item use.

Hellfire Dragon

A nice little option would be a choice to enable or disable to damage pop-ups. I know there was a way by editing the script a tiny bit but it would be easier, or at least a small description on how to do it... I can't find how in the original topic anymore >.<