AwesomeJRFD: Hello
Runouw: hey
AwesomeJRFD: How is Last Legacy going?
Runouw: Can't do much because of school work
Runouw: I'm going to get most of the work for the next beta done when summer starts
Runouw: Which is in 3 weeks
(few days later)
AwesomeJRFD: Hello
AwesomeJRFD: I have a question
AwesomeJRFD: The "0.3" at the end of the LL level code is the version number, right?
Runouw: yes
Runouw: Iif any major changes to the code are made that number will be used to make sure it converts from an old version to a newer version.
Runouw: It's not meant to display the real version number of the game though, so it won't change unless there are major changes to the level codes.
AwesomeJRFD: Cool
AwesomeJRFD: And that ten-digit number before that which seems to always begin with "136", is that the Date Last Saved?
Runouw: yeah, that's the unix timestamp of the level
Runouw: It's the number of seconds passed since 1970 or something
AwesomeJRFD: Does the number after Yoffset and before musicID do anything, or is it just a placeholder?
Runouw: "weather_num", I'm not using it yet
Runouw: The weather concept was replaced with triggers that could cause weather instead
AwesomeJRFD: Will triggers be able to change the background too?
Runouw: I have that planned
Runouw: It's not highest priority though
AwesomeJRFD: Also, will variables be able to be used as relative and absolute in Move Item, Move Character, Move Camera, and Change Tile?
AwesomeJRFD: That, combined with a rand function will make randomly generated levels possible.
Runouw: woah
Runouw: I never thought of that
Runouw: hmmm
Runouw: I can certainly try to make variables possible to place in all of those places
AwesomeJRFD: Weather percentages should be able to use variables too.
AwesomeJRFD: For smoother transitions with loops.
AwesomeJRFD: And possibly day/night cycles.
AwesomeJRFD: Will buttons have a Sleep Until Not Pressed function?
Runouw: oh, these are actually good requests
AwesomeJRFD: How about Activate Trigger being able to specify which line the trigger starts from?
AwesomeJRFD: Although that's already possible with Branch If statements and variables, actually
AwesomeJRFD: Sleep functions should accept variables too
AwesomeJRFD: For example, having something go faster/slower every time it happens
Runouw: ok
Runouw: I'll keep those in mind
Runouw: "start from line _x" when you call "activate trigger"
Runouw: And basically a lot of triggers need to take variables
AwesomeJRFD: Would it be possible to allow player's input on signs?
AwesomeJRFD: So the player can enter a number while reading a sign to activate stuff.
AwesomeJRFD: It would make passcode locks more compact
Runouw: I'm making an NPC dialog feature soon
Runouw: It will work with signs too
Runouw: Basically made up of text and then you can pick an anwer that will goto a certain line
AwesomeJRFD: How many possible answers can be specified?
AwesomeJRFD: Will there be a maximum of 10 or something?
AwesomeJRFD: Or will more/less be allowed?
Runouw: I was thinking about 2-3
Runouw: It is the kind of answer format you can do in any RPG game
AwesomeJRFD: Higher amounts should be possible, for numberpads and stuff.
Runouw: Maybe
AwesomeJRFD: Or would a separate function for numberpads be better?
Runouw: Well, I think it calls for 2 seperate functions
Runouw: The one I said before
Runouw: Which is like
Runouw: "Do you want me to repeat that?"
Runouw: -> "yes"
Runouw: -> "No"
Runouw: And then a new one
Runouw: Which is:
Runouw: "What is my grandson's name?"
Runouw: With an input box
Runouw: So you can type anything into it
AwesomeJRFD: So there will be string variables then?
Runouw: I think so
Runouw: I need to extend variables to more than just integers
Runouw: But I'm still worried about how to make it easy to use
AwesomeJRFD: Will boolean variables be available, or should we use integers for that?
AwesomeJRFD: Also, you mentioned on the forums that using a float function to an integer will convert it to a float, and vice versa.
AwesomeJRFD: Will there be functions specifically for converting variables?
Runouw: Well, I meant there would be a set of functions that work on intergers and a set of functions that work on floats
Runouw: The output is always converted into the right format
AwesomeJRFD: So if I wanted to convert a float to an integer, and nothing else, I'd have to use integer function "var = var + 0" or somehting.
AwesomeJRFD: Is that correct?
Runouw: that would work
Runouw: But I guess since it's a little redundant I can make a function that converts it
Runouw: Like a "ceil" and "floor" function for ints
Runouw: and "round"
AwesomeJRFD: Yeah, exactly.
AwesomeJRFD: How will the Gravity Strength property work?
Runouw: I will just lower the strength of gravity, once I actually make it
Runouw: So a 0 will be weightless
Runouw: And .5 will be half gravity
AwesomeJRFD: Will 0 gravity work the same way as it does in real life, or will the character be controllable?
AwesomeJRFD: If it's controllable, than a 0 gravity boss fight would be cool
Runouw: Well, 0 gravity might mean that you can't fall
Runouw: So you can only move left and right
Runouw: If you jump, you go up forever!
AwesomeJRFD: Oh, so it's not controllable then.
AwesomeJRFD: Will jumping off of walls and cielings make you go forever too?
AwesomeJRFD: I'm assuming so.
AwesomeJRFD: Using that in a maze level would be interesting.
AwesomeJRFD: Like a space station that has to be navigated by bouncing off walls and ceilings.
AwesomeJRFD: I'd like a way of controlling the player in 0g, though
AwesomeJRFD: Maybe a FLUDD-like powerup or something.
AwesomeJRFD: Squares should have g_COINS = g_COINS +1 automatically inserted in their onCollect function, instead of incrementing it manually.
AwesomeJRFD: Similar to signs
Runouw is now Offline.
AwesomeJRFD: It would make customizing how much you get from them more intuitive.
(few days later)
AwesomeJRFD: Hello
Runouw: Hey
AwesomeJRFD: Which HTML tags are allowed in signs?
AwesomeJRFD: I know <p>, <b>, <i>, <u>, <font>, <a>, and <img> work.
AwesomeJRFD: Are there others?
Runouw: I believe you can align the text to "left" or "right" as well.
AwesomeJRFD: <p align="">
Runouw: yeah
AwesomeJRFD: Are there any other tags that work?
Runouw: superscript, subscript, strikethrough?
Runouw: Do those ones work?
AwesomeJRFD: <sup> and <sub> don't work.
Runouw: That's a shame
AwesomeJRFD: <strike> doesn't work either
(few days later)
AwesomeJRFD: Hello
Runouw: Hey
AwesomeJRFD: Is there a reason why buttons have a "type" option to determine their color, instead of color options like other items?
Runouw: At first I only planned for items with an ID above 100 to have a color tab, but I changed a lot of the other ones.
Runouw: I realize now that switches could use a color tab
AwesomeJRFD: Is Item #75 a winged Grock?
Runouw: yeah, flying grocks should come in the next update
AwesomeJRFD: Item #52 Enemy looks interesting. What will that be like?
AwesomeJRFD: It looks like a sort of blueish bulb
Runouw: It's a blob enemy
Runouw: There will be two kinds
Runouw: One is passive
Runouw: And you can use it to jump a little higher than normal
Runouw: The other will grow teeth and eat you if you get too close
Runouw: I think if you attack them they split into 2 smaller enemies
AwesomeJRFD: Similar to slimes in Minecraft?
Runouw: Maybe. But not exactly.
AwesomeJRFD: Items 70-73 seem like new types of swordsmen. What will be the differences between those and the current one?
Runouw: Different difficulty levels
Runouw: The last one will be really good at blocking your attacks
AwesomeJRFD: Will there be keypress activated triggers?
AwesomeJRFD: for minigames and such?
Runouw: I'm thinking of that
Runouw: It's tough to decide how it should best work.
AwesomeJRFD: Either a new item would work, or maybe a "Sleep untill keypress" event.
AwesomeJRFD: A new item might work better, so it can loop while the key is held
AwesomeJRFD: Similar to the "plays once" checkbox on hitbox triggers
AwesomeJRFD: What will the enemy mages be like?
AwesomeJRFD: I'm guessing they will be able to interact with the environment in ways depending on their element.
Runouw: yeah
Runouw: It hasn't actually been decided yet
Runouw: I argue with my brother about it
Runouw: I want the red ones to shoot flame towers, my brother wants it to shoot a fireball instead
AwesomeJRFD: Why not both?
Runouw: Flame towers would appear beneath you if my idea is held.
Runouw: And there is propert warning
Runouw: proper*
AwesomeJRFD: It doesn't have to be limited to just one attack.
AwesomeJRFD: How wwill the Enemy Dark Beast work?
AwesomeJRFD: Based on the sprite, it looks like a boss.
Runouw: oh that enemy
Runouw: It is similar to phantom gannon in Wind Waker, or the Gannon fight in OoT.
Runouw: It shoots an electric ball towards you, and you can hit it with your sword to deflect it
Runouw: You can also use delta to make a block appear and deflect it
AwesomeJRFD: Will it also bounce off non-delta tiles?
Runouw: Yeah, but they shouldn't try to shoot you if they can't reach you
AwesomeJRFD: You can jump out of the way, and the ball will bounce off the ground/wall
AwesomeJRFD: Will it despawn after a while, or bounce around until it hits something?
AwesomeJRFD: Or break after bouncing X times
Runouw: I'm not sure how many times it will bounce
AwesomeJRFD: Will there be an AI so that the Dark Beast avoids stray balls?
Runouw: I'm sure it can dodge if it doesn't have to move much to get out of the way.
AwesomeJRFD: So that it doesn't kill itself without you doing anything.
AwesomeJRFD: Will the rolling-ball activated switch be implemented?
Runouw: Yeah, it's pretty important in some of the planned level designs.
AwesomeJRFD: How will item #51 Large Enemy Crab be different than rescaling a normal Enemy Crab?
AwesomeJRFD: Anyway, I have to go now
AwesomeJRFD: Great job on the game so far
AwesomeJRFD: The next update sounds really cool
AwesomeJRFD: Bye