Quasi ABS

TheGamedawg

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Did you copy the files into a new empty project? The demo itself is missing all the rtp to make it lightweight.


Also here are some new clips:


Hidden Content


There's a few smaller changes to, but nothing video worthy.


Patreons will most likely get an updated Demo today, and official / public will be hopefully next week. Hate that I keep delaying it but School and some life situations just taking more time then expected.
Never mind, I figured it out.


So yeah, I'm a big fan of the work you do, Quasi.  I'm really looking forward to the full release of the ABS plugin!
 

Disruptis

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Hey Quasi, I have a few questions if you could help clear some stuff up for me.


1. Is there a way to stick the ranged attack to only let it travel in the direction your facing, instead of binding it to the mouse?


2. Is there a reason why the AI keeps glitching out for me?

 

ryosonic

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I have a question.If any of player dies,though others are still alive,it will go to SceneGameover.If there any way to deal with it?
 

Quxios

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@Disruptis 


1. Do you want to disable it for all skills? If so, you can just change the "Attacks Move Towards Mouse" parameter to false. If you want this only disabled for certain skills, I can add in a tag.


2. I'm not sure. Is it evented AI or plugin AI?


@ryosonic I can change it, but probably won't since this is intended more for a single player abs. But I can add a "call common event" on death and if you were to change the party leader in that common event, you can probably avoid the gameover.
 

ozaya

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Oh hell!!! I searched for a Plugin like yours!!! I hope you are still develop it!!! PLEASE DONT STOP!!


I'm currently working on a Fan Game ( Parasite Eve ) and I REALLY NEED A ABS BATTLE PLUGIN!!


Continue your work!! Its a REALLY awesome Plugin!!
 

Quxios

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Yeah it's still going. I'll be delaying the public release again because I side-tracked and started working on a few other plugins. I'll probably give patreons another updated demo this weekend since I fixed a few bugs.
 

ryosonic

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Yes , maybe a choice for player is better.
 

Mireneye

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Feature request:
Enemy health bars can be set to focus on one enemy (example Boss). Or can be set to display individually for every enemy. 
Alternatively have both. Keeping track of a boss health bar (big bar on the screen) and individual health bars tagged to the respective enemies.
 

Quxios

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@Mireneye I don't understand the difference between your request and the current ABS Gauges addon? ABS Gauges already has normal gauges that appear over enemies which you can hide if you don't want to show the. You can also set their gauge as a Boss bar instead, which shows a large gauge at the top of the screen. If you don't know how the current gauges look, you can take a look at this old twitter vid that shows both gauge types:
 

Mireneye

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Ohh! 

I actually havn't tested this as I'm being patient. I must have missed that video, not scrolling back far enough! That's exactly what I meant, something I had issues working with on XAS unfortunately. And if I'm going to be making a "new-ish" project with a similar feel with MV, I'd like to avoid the same issues I had with XAS. 

So that's just already phenomenal!

Another issue I had with XAS was, I couldn't set up enemy groups. It's an incredibly useful feature games like Bloodborne use where certain groups can only damage certain other groups. Usually player works vs all but maybe that is not always the case. Or maybe you want certain enemies fighting each other. 

It's a good thing to have for sure. Maybe that can also be setup with what you already have going? 
 

Quxios

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Cool!


As for the enemy groups, I created all characters to be on "teams" ( 0 - neutral, 1 - player, 2 - enemies ) team value can be any number, but it's only used to see what team you are on, so friendly characters would be on same team, while every other number would be an enemy. There's no option to set teams yet because I don't really want to create AI vs AI code. But the footwork is there in case I, or some one else, wants to implement that.
 

Mireneye

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That's what I was thinking. 

The AI vs AI code is all up to the people who want that to work out. It's however extremely nice that there is background support for placing enteties in different teams. 
If we can set it up, It's just a matter for us end users to be able to access it easily enough so that we can work with it ^ -^

You really thought about a lot of things already Quasi! Very impressive. Loving it! 
 

Quxios

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Yeah when making the code for this, I tried to think of all types of action games, and either made functions for it, or left locations where other plugin dev's could come in and fill it in.


As for the ABS, I'll be removing the pop ups class / functions, and replacing it with my upcoming popup plugin:




This change will make it easier to change how the damage and loot pickup popups look and transition.
 

irreversal95

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Especially excited for this. Gonna be holding off some aspects of my game to work this in it. Will you be charging for this or?
 

exodus1386

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def cant wait was waiting for abs before i worked too much on new project
 

Quxios

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@irreversal95 No, all my plugins are free to use for both free and commercial games thanks to *******


@exodus1386 Yeah it's a good idea to wait! It'll be less trouble then plugin it into a game with a bunch of stuff setup already.
 
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Quxios

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Well I personally feel it's complete. Though I've felt like that for the past 2-3 months. I hardly put any work into this since December since every time I open i I feel it's done and can't find anything to do. I'll probably put up 1 last ******* demo ( although I will only send to Patreons who have already paid at least once, there will be a ******* explaining this more in detail  ) this weekend just for some bug testing, then go with a public release. The Documentation / instructions are already complete and will be up shortly. I don't want to give a release date because I keep delaying it lol but just know it will be soon.
 

Ronpa

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Well I personally feel it's complete. Though I've felt like that for the past 2-3 months. I hardly put any work into this since December since every time I open i I feel it's done and can't find anything to do. I'll probably put up 1 last ******* demo ( although I will only send to Patreons who have already paid at least once, there will be a ******* explaining this more in detail  ) this weekend just for some bug testing, then go with a public release. The Documentation / instructions are already complete and will be up shortly. I don't want to give a release date because I keep delaying it lol but just know it will be soon.


It's good to hear you're almost done! I supported you on *******, but a bit sad I have to wait until the start of the month until it lets me pay. I would do it earlier, if I could. But I'm fine waiting a bit! I'm just glad progress is being made. This plugin is very important for my game idea and I've done a lot of preparation for it. :)
 
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Fargone Fantasy

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I was wondering, will there be any type of setup's for zelda like puzzles?  Sorry if i missed it in a post or something.
 

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