Depth "Auto-Scaling", Skip Dialog & much more!
New Features
- Fake 3D depth "auto-scaling" of Actors (affects size and walk speed to simulate distance)
- Now made "Scale" an Actor/Obj property
- Actor path-finding now more precisely walks to target point
- Added offset X,Y position for talking overlay sprites
- Actors and Objects can now have animations (via
do_anim()
) - Can now specify default verb for clicking on inventory items (e.g. LOOK-AT)
- Skip current dialog (left-click/Z)
- Skip cutscene (right-click/X)
- Added UI settings properties (for easy custom UI theming)
Fixes
- Fixed "Walking to Object, then clicking diff Verb does latter"
- Fixed "USE" display (and also sample Game "bucket" logic)
- Fixed hover obj display when executing
- Fixed error if specify invalid sprite state
- Fixed issue for actors without walk anims (defaults to "idle" anim)
Noteworthy/Breaking Changes
- Auto-depth actor scaling is now on by default
- New UI settings properties must be set on game start-up
- Refactored
do_anim()
function'sanim_face
param is nowface_towards
- Token count and character count have increased a lot as a result of the above changes - meaning less space for actual game content. However, you could always try spanning games across multiple carts, like I just did with my game: "CODE-8"
-
enable_mouse
property removed - now always on by default