Nivalosha Nivalosha loading
Change log 2

Added:

-Two new backgrounds (I'll be adding more in the future)
*Delatrune battle grid (HUE is the same as Asgore's background)


*Weird background (might change it up later)


-Working page navigator, allowing you to switch between pages


-Ability for the blue soul to stand on the platform in any given direction
-System version 3
-GUI page 2


Changed + System Version 3

System Version 3 is a brand new system that I've implemented. This system stores the majority of the minor variables under one list. The stored variables do not play a major role, they're just temporary variables that need to be used once or twice throughout a specific action. Important variables will still remain as variables.

-Re-coded Box system
*The old code had a lot of unnecessary actions that slowed the game down and created several bugs.

-Re-coded Blue soul's gravity system
*The code had to be fully re-coded due to the new System version. The previous code heavily relied on a bunch of variables, now most of these variables are deleted and replaced with the list data.

-Changed text's effect code.
*The text code no longer relies on a list

-Removed around 200 blocks, making the engine run more smoothly. I'll still be updating the performance and overall code.


GUI Page 2 (Monster editor)

The Monster Editor is not finished. I am open to any suggestions if anything needs to be changed. For now, I am revealing its current layout and state.

Monster editor allows you to change:
-Name
-Health
-Attack damage
-Defence value
-Dodging status
*If enabled, you can decide how many times a monster can dodge before being able to be hit. (-1, to make endless dodge)

-Resists attack whether monsters display hit animation or not; if dodging status is enabled, the monster will not display dodging animation.



New feature

Overworld will now be a new feature. This feature will allow you to have an overworld environment with a collision system, interaction system, and dialogue box. The Overworld feature will not exist inside the Battle Maker engine itself. Instead, it will act as a plugin that you can import. I will create a mini manual in the future on how to import it inside the Battle maker.

A sneak peak:


Dialogue system: ( https://scratch.mit.edu/projects/678343509/ )


The next changelog will release more information about the overworld system and fully functionable Monster Editor GUI.
Thank you for stopping by and waiting.