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| 1 | +Various changes to graphics |
| 2 | + |
| 3 | +"givesacoin" and "givescoinamount" for custom enemies, behaving kind of like givesalife but just for an amount of coins |
| 4 | + |
| 5 | +"givestime" and "givestimeamount" for custom enemies, behaving similarly to givesacoin but for time (music may become jank, but whatever) |
| 6 | + |
| 7 | +global booleans! can be read by entities and outputted to by collecting customenemies with "booloncollect", as well as read and written by animations. |
| 8 | + |
| 9 | + usage of "booloncollect": booloncollect should be a string with the name of your boolean, and "boolactoncollect" should be one of {"true", "false", "flip"}, depending on what you want the output to be. Useful for animations. |
| 10 | + |
| 11 | +global integers! can be used in almost any way global booleans can, ~but for now are broken and shouldn't be.~ |
| 12 | + |
| 13 | +global integers hopefully work now? |
| 14 | + |
| 15 | +added intoncollect: |
| 16 | + :intoncollect" should be a string with the name of your integer, "intactoncollect" should be one of {"add", "subtract", "set"}, and "intactvalue" should be a number, depending on what you want the output to be. Useful for red coins and stuff like that. |
| 17 | + |
| 18 | +added outputting on transform: |
| 19 | + "transfoutid" is the string with the name of your boolean/integer, "transfoutaction" is the action which is performed on the boolean/integer (any which is defined above), "transfoutvalue" should be an integer if you're outputting to an integer and false if you're outputting to a boolean, and "dontactuallytransform" can be set to true if you don't want the enemy to actually transform. there is no "outputsontransform" - transfoutid and transfoutaction serve that purpose. |
| 20 | + |
| 21 | +added playsound for animations. |
| 22 | + |
| 23 | +added a couple sounds. |
| 24 | + |
| 25 | + |
| 26 | + |
| 27 | +planned features for next commit; more things to do with integers (such as using them in numinput for animations), more things with animated tiles (such as them triggering directly on global booleans), an example mappack |
| 28 | + |
| 29 | +new random thing: animations now accept names of globints as numinput. it can also take a built-in variable such as marioworld or mariocoincount with the input "g:marioworld" or "g:mariocoincount". I think. |
| 30 | +I may also add this to globinttrigger entities. |
| 31 | + |
| 32 | +tile property #19 (next to foreground): 2x2. |
| 33 | + |
| 34 | +fix: the lowtime sound can now only play once, usually. |
| 35 | + |
| 36 | +...If anything about this is broken, help me fix it, please. |
| 37 | + |
| 38 | + |
| 39 | + |
| 40 | +realised that global integers (or glints as they will now be referred to as) can store text, so officially supported that and may add more functions for it |
| 41 | + |
| 42 | +dialog boxes and textentities can now print globools, glints, and even built-in variables using the prefixes "gb:" "gi:" or "bi:" |
| 43 | + |
| 44 | +also added the prefix "bb:" for a human-readable version of a globool... could not isolate crash on trying to update a textentity though |
| 45 | + |
| 46 | +random fix: the intro now actually says CE for more than one frame |
| 47 | + |
| 48 | +integrated turretbot's MultiCustomTiles mod unsuccessfully - help me successfully integrate it and also add a dropdown for selecting between tilesets http://forum.stabyourself.net/viewtopic.php?f=13&t=4649 |
| 49 | + |
| 50 | +updated title image - do you like it? If you don't, you don't need to include it |
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