- Aug 5, 2018
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Another example of this plugin in action. I think I can get more fancy with it, but just trying to get it to work properly at first.
Hello and sorry everyone, my last post on the forum was 5 months ago!
Unfortunately LeTBS advancement is slower than anticipated :/
But there is a reason about that, Lecode was not really satisfied with the code in this actual form and decided to rewrite entirely the code to make is more resistant and clean and easier to modify. Also, Lecode is young and in programing school and have a limited free time!
On 29 January I received this message (sorry if my translation is not perfectly accurate) :
I'm integrating TypeScript, with this, you will be able to describe LeTBS "foundations" (like Tile effects, auras, marks, etc.) and they will be based on notetags. I also have put the possibility to insert code inside those notetags.
Message on 4 Februrary 2019 :
I had a lot of struggle with the new "resource manager" (with TypeScript) but I have solved the problem (it was a "parser" problem)!
From now, I will have to migrate all LeTBS into TypeScript, it will advance slowly, it is like I am writing the code from scratch again.
Message on 24 February 2019 :
I have fully implemented the "Resources manager", this will be able to customize in game elements.
I've added, some, removed some, merged some etc.
I also would like to add some new [characteristics] of terrain effects.
There is 22 of them for the moment, and I'm thinking about adding one for visual effects.
For example, Adding some visual effects when some requirements are met in the battle depending of an entity or other many things.
For example, it will be able to create a class able to collects "orbs" and see them on screen with a "generic resource"
With the same system, you also will be able to generate a "Rage" gauge for each entity and so on. (like a second TP bar for example)
This the the file about the "terrain effect" configuration a new LeTBS resource.
I've a new way to do some programming, before I was doing everything in the same file but it is different now.
I've many files in the project and at the end I lunch a "builder" witch merge all files together.
All LeTBS resources will be saved in "Data".
I don't know if you realized but I use "Config.define.Model" to define a resource type, this is a function I will highlight to all other devs who know about JS and they will be able to add their own code to it if they want to.
I'll work hard to make LeTBS as customable as possible. (After all, when LeTBS hits the 1.0 version, I would like to do something else)
There is still a characteristic about "particle effects" I want to add, before the release.
You will also be able to create a spell that if you lunch on an empty cell you will be able to create an area around the selected cell able to inflict damage or effects to enemies or ally inside it and it will last as many turns you want. (Like Feca glyphs in Dofus) You'll be able to show these area with bodySprite or bodyAnimation or both below entities.
29 Mars 2019 :
I want to make a demo for the new 0.8 Version, humm, more like a full game but very short (30 min to 2 hours running time witch feature a lot of the new LeTBS power) with a very simple scenario very "cliché".
I think about small tornadoes around the map or effects like the geo-panels from Disgaea games.
Probably at first, we will start only with Duran and one healer an after there will be characters joining the party.
After the 0.8 Version, I would like to do frequent news like before.
The problem actually is that a huge chunk of my work is not visible.
I just realized I could upgrade the "Parser" on "LeUtils".
This way I will be able to add "observers" to "Notetags" and trigger functions when they change.
For example if filename change, LeTBS will be able to adapt and refresh entities.
It specifically apply to entities who gains or lost a "state" in battle.
For example, you will be able to transform a fighter into something else, a wolf for example or why not a character might have many transformation levels like in dragon ball.
From Lecode :
Actually I am very satisfied with the changes I made to the code, I've changed many things but I think it was necessary, the next update will be very big!
In about 2 months I will start to rewrite the documentation again since about everything changed!
The documentation will be online and change as the time goes by.
When the doc will be completed, I'll work on the "demo/small-project (30min to 2 hours)"
When the 0.8 will be out, I'll do a completely new campaign to have more patrons on *******, I've lost a lot of them and I understand since a lot of my work is not visible for the time being!
I'll do like yanfly and add videos on how to handle LeTBS and add game mechanics to it!
See you soon!
Yes, some of them will change.So does this mean that the syntax/sprite configuration in the notes section of characters will have different logic? Or is it just the stuff "under the hood" that's changed?
Yeah I know people were afraid about re-configuring their DB for 0.8 but I thought (and I still think) I could write a quick tool to help migrate to 0.8. Nothing fancy, just a tool looking for patterns inside your notetags and converting them to valid 0.8 data. But we will see.It's all good either way for me, I just don't want to do too many battles and then have it break later. Just wondering.
Appreciate you're having fun with the project. Saw your videos, looks interesting! Good luck with that.Thanks! Excited about the new changes.
Yes, that's actually bizarre. I don't remember what I was using prior 0.8, but for 0.8+ I'm relying on this los checking algo: https://github.com/LecodeMV/gridLoS. (Demo here: https://lecodemv.github.io/gridLoS/demo/). If I remember, the last time I tested, I didn't get any lag, even on a 40x40 scope.For example, one thing I found last week while working was that the 0.77 line-of-sight check runs bizarrely slower than a naive approach (draw a line, stop if it hits a wall), and switching over almost completely removed the lag I was getting. Not sure if you've already changed how that's handled, but it's a pretty quick performance gain.
The final vision is something like this:
- Learn about LeTBS's tile effect options. You'll need to set up regions, marks, or auras to apply a state that gives them "cover from [direction]"
- I attached a plugin I wrote to help with directional damage. Aside from cleaning things up, it also means your damage formulas (as well as things like <custom react effect>) have access to the direction you got hit from, both as a relative value (front, back, side), and also as an absolute value (n, s, e, w, ne, nw, se, sw). They're both in text form, so you can check them
When a battler stands on this tile, they gain the "protected from east" state. When a battler who has "protected from east" receives damage, you'd check the absolute direction- if it contains an "e", then it came from somewhere to the east of them, and you cut the incoming damage in half.
I have tried the add-on plugin in my game and it definitely helped with the jitter/microstuttering I was encountering. Thanks again.