Hi everyone,
Sorry if I’ve been a little quiet on here, but have had my little boy staying at mine today and yesterday, what time I have had free I’ve been trying to get a little bug fixing done. I’ll try and answer the questions which have come in below:
@Firence, you can also assign status affects to equipment too, so you could for example add regen to a piece of armour, or add say something to a weapon like say frozen, which encases your target in ice and prevents them moving/taking a turn. Other than that though and levelling that is the only way to give abilities to players.
@Threeblindnoises, regarding enemies yes this is correct, the only sounds they have is pain and death. Although when you create an enemy you are also asked to assign it an unarmed sound set too. the unarmed sound set is separate to the enemy sound set and obviously not all your enemies will use this , as they might be equipped with a weapon. But I thought its worth mentioning this for any enemies you might have that do not hold weapons, since you will need to also give these enemies unarmed sound sets. As for your battle music suggestion, sorry that was my bad for writing it as I did, when I said tricky, I meant more tricky as it involves coding something specifically in rather than the user just changing the track. It’s not actually particularly difficult code, it just means lots of little behind the scenes stuff such as having to add additional saving and loading for each map, adding new menu options and interfaces for selecting the music , then some internal decisions as to where this music would be stored, if it was in the music folder then I would have to have different pointers for the default music and custom music, if I added it to the battle folder I would need to add extra code to sable for it to search that folder, then would need to possibly look at ways of not including some of the non-music tracks which are in that folder. The victory music would require all the same requirements,, although with the added addition that it takes an intro and main track at present.. As for your questions about elementals, it doesn’t work quite like that, so one thing is not automatically resilient to another, the creator gets to decide this themselves. If you want to create for example some watery armour of might , this would only be resilient to fire if you choose to add fire resilience to it, you could just as easily add necrotic resilience , it doesn’t make as much sense, but with this set up the creator is free to set what items are resilient to one another, rather than us decide that for you, so it gives a lot more freedom and customisation options to each creator.
@ Bryan P, ah, sorry I completely miss understood, I probably hadn’t had enough tea (or maybe too much tea hahaha) when I read your message, it makes perfect sense now I’m rereading it. yes, your right I think it would make more sense as you suggested, ability code is something I completely re wrote last month, I got rid of the old code and added all new code in its place, the new code is a lot smaller, with all the same functionality (in fact a little more actually), but is more user friendly and intuitive to use, its more future proofed as easier to add new status affect types from a coding stand point and just a lot easier to manage behind the scenes. Due to such a big overhaul this is why a few issues are being spotted here, like your cure poison bug and some timing issues as you mentioned. so if you do come across anything else like this do let me know, some things aren’t always as easy to change, but most timing issues like this are, so if anything doesn’t feel right timing wise like you spotted, just let me know and I can add it to my list of suggestions.
@ dragons, although this can’t be done directly at present, there are ways around this. you could create some armour which increases the players starting max hp, then equip this armour to the specific class, this way if the player starts with this class they will start with that armour and therefore also the increased max hp. As for increasing their actual hp to match their new increased max hp, at present Sable doesn’t do this, but I’m adding it to my list of suggestions. a tempory work around: you could just set a trigger object which restores the parties hp, set it as an auto transition, with no sound and no text, the player wouldn’t even know they have stood on it but it would restore their hp instantly to full. Obviously you would need to set this as a single use trigger so it only fired once. I think if you had the player actually start on that auto trigger it would automatically fire as the player loaded the map for the first time, although I’ve not tried that myself so would need to check it, but I think it would work hahaha.
@ dungeon Diver, sadly , yes sable will expire on the 31st may 2020 and projects will be lost after that point too. although we intend to release a version of Sable, that is a way off as this is still only in the alpha stage of development. We first want to release our own game title Crimson Eclipse, which will give us a chance to put Sable through its paces ourselves, then make any fine tuning and adjustments needed before we release Sable. the reason projects will be lost past the 31st may is that again since Sable is still only in the Alpha stage of development there are likely to be additions and amendments made to the code which are likely to prevent older projects working with the new code, we ‘already seen some great suggestions come in from the community, , but some of these ideas and suggestions would mean changes to the current code structure in places which would again in turn break previously created maps. If you did want some extra time with Sable, we are running a competition where people can upload a recording of their project, the person whose project receives the most votes from the public will be offered a place on our private testing team, the private testers will have a couple of weeks extra access to sable whilst I fix all the bugs which have been reported, so it means the winner would receive a couple of extra weeks access to sable. as for stats, we would like to add more customisation options here down the line, we don’t have exact plans I can share just yet, but at present these are just hard coded in for the purpose of alpha testing, but again this is one of those areas we would like to offer further customisation options down the line. the link to the topic about the competition is below by the way:
https://forum.audiogames.net/topic/3451 … challenge/
Paul Lemm
Ebon Sky Studios
email: [email protected]
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Twitter: @ebonskystudios