Jun 6, 2022 06:29:52
Undertale Battle Engine (D-Engine Month, released Deltarune X Undertale as Beta )
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Nivalosha
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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.
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.