by Mike on Wed Jun 19, 2013 2:47 pm
The latest subscription beta features 3D rotation in the map editor, among other 3D fixes (like full cube terraformations).
It also now has use values to retrieve accelerometer data from a handheld device and (as seen below) a built-in emulator which will pop-up while testing your game on PC, allowing you to simulate tilting and shaking within your game without the need of your actual iOS/Android or other handheld device.
by Mike on Tue Apr 23, 2013 6:21 pm
Until now (for subscribers), whenever there was a problem with a script, all you would get is some text at the bottom declaring that you've made a mistake, and you'd be given some obscure text-based scripting, that to most, would mean very little.
Now, with the new script debugger feature, errors will bring up the following window. Subscribers will be the first to enjoy this new feature in beta.
To explain a few of the important features:
Resume: This will attempt to resume the script. Doing this right away isn't quite useful. But with other debugger features, you could change some of your variables or switches, and it'll just go where it should've. Often, this will save you from having to restart from scratch.
Jump to Selected Node: This allows you to bypass nodes, or even go back to another node, in an attempt to rectify or skip a problem that you're having at the time.
Execute Node: These two buttons will simply execute a single node the engine is currently at. This allows you to essentially step through your script, node by node. The difference between the two is that one will enter sub scripts (including loops), while the other will not.
Cause Crash: Mostly for my needs, but others can use this to cause the game to crash and have the bug reporting window come up.
Toggle Breakpoint on Selected Node: This allows you to setup a break-point in your script. This is very useful so that you can restart the script/game and be able to step through to see exactly what's going on. You can do so in the editor as well, allowing you to be notified whenever the engine executes a script. Very useful!
Ignore Error: This will stop the script debugger from coming up for this error again for the duration of the test.
Abort Script: This is what used to happen by default, have it show the error at the bottom and leave the script immediately.
There's a few buttons there that I didn't bother to cover, that I'm sure you can guess what they do.
Below all the buttons is the error (or in this case, "Breakpoint", signifying that I setup a breakpoint earlier on and the engine is ready to let me decide what to do next.
And below that is local variables, and the "relate"/"this" stuff that we've all known to learn and love and hate.
You'll notice that the icons don't show up - this is for performance reasons only, so games don't load logner than they should.
I've been wanting to make this public for a long time, and I'm glad subscribers will finally be able to take advantage of this. Go grab the beta if you can .
by Mike on Sat Jan 19, 2013 7:26 pm
The latest subscription version of 001 features plenty of exciting changes to resources. Like many things, something I've wanted to do for the longest time, but it was never the right time.
Now instead of a list box that pops up with an unorganized and unsorted listing of resources, this window will show up instead:
As you can in the previous screenshots, you're able to organize resources!
You're able to drag and drop resources into folders. You can also finally cut/copy/paste resources at will. And yes, nested folders are possible. The organization will be reflected appropriately in the picking windows explained previously.
You may also notice another option in the sprite editor screenshot above. You are now able to have multiple layers on a single sprite that can be independently coloured. This will allow you to easily create monsters and ohter characters that don't benefit from having multiple clothing sprites associated.
In addition to a revamp of all the user interface icons, all the options that once were on the project tree, are accessible through the top toolbar. This means you no longer have to close the map/interface you're working on to change resources.
Tile-set picking has been greatly improved as well:
And because of that, the project tree is now purely maps and interface, in a nice tab format:
As a short aside, there are now some events for spawning and deleting zones and lights.
So if you're interested in trying out this new interface and managing your resources far better, get subscription and support the development of our project!
by Mike on Fri Sep 21, 2012 4:18 pm
We've been working on a few features recently that simply make 001 feel more complete. Subscribers have seen some of these, and some of them they have not. We now have a pointer tool and some new drawing tools. We now also have something called tile variability. Read on!
It's been a long time coming, but subscribers will get their hands on a new tool that really should have been in 001 for quite some time. It's the common pointer tool:
Exciting, I know. Actually, it is quite exciting. Here's what you can do with it using your mouse:
All of these tasks used to be somewhat tedious.
Initially we had icons to represent lights and speakers - we now have icons to represent actors and fields, which make it a bit easier to find things. Though, now with the pointer tool, it's not really relevant anymore.
This is something that a few beta testers have been using, and subscribers will now be able to check this out as well. Tile variability allows you to variate the offset, color, flipping and 90 angle rotation of tiles. Essentially, you can produce interesting landscapes with very little effort:
Circle and Line
And lastly, there's now filled circle, unfilled circle and line map drawing tools, which will never be used, but they complete our set of map drawing tools .
by Mike on Wed Jul 04, 2012 4:56 pm
We've been working on this feature for quite some time. It's been a feature that a few of the primary beta testers used, but it was mainly developed for me to deal with bugs in games. Now with a bit more resources, we've been able to make it far more polished and have all the features I wanted.
This feature will allow you to debug your games. That is, while playing your game, you'll be able to enable some cheats, work with maps/interfaces/actors/fields, access variables/switches/collections/tables, deal with players and party members, view active screens, enable/disable input sets, monitor scripting logs and statistics, be notified of triggers, and watch any variable/use value and break when it's a certain value.
Most of this is now available to subscribers to try out today ! More will be finished and more will be added over time.
This is pretty self-explanatory once you see the following picture:
The following screenshots shows a bit of what you're able to view and edit right when you need to:
You're also able to reset maps/interfaces and/or display them at will.
This is probably one of the more common features found in a debugger (and in other makers' debuggers). This allows you to change switches and variables. This also allows you to edit the contents of collections and tables while playing a game:
Here you can add/remove party members and access their level, experience, money and points:
It also works with (local) multi-player.
When you're doing more advanced screen features, like using camera view fields, this becomes very useful for narrowing down issues. You're also able to change views and camera stuff of the main screen as well, of course:
Log and Triggers
The log window will show everything that showed up at the bottom (including scripting errors). The trigger window will show everything that was last triggered in terms of actor triggers and system triggers.
This window will list all the current events that are being delayed. For example, when you use "Delay" or "Wait for Camera", it will show up in this list. You're able to delete them if so desired.
This will show you all sorts of stats. Will be adding more as time goes on:
This window is quite powerful. You'll be able to monitor any variable, switch, collection, table, use value, map/interface variables, etc... anything that can be accessed through scripting. You'll also be able to tell the engine to break when a condition is met.