Exult Studio updates
Posted: Fri Apr 12, 2019 5:03 pm
Greetings,
It has been a while since I last posted. Some of you know that my life took some drastic turns for the worse; near death motorcycle accident and then sepsis after that, another car accident during December of 2017, my business failed due to mismanagement while I was recovering, divorce, financial issues, and I just broke up with my fiance yesterday (it was the right thing to do. Well, all of that is behind me, now. I am not posting sny of that for sympathy. I just wanted to let everyone know that those are the reasons I haven't produced anything Ultima related in a long while.
I am working on spriting again, in addition to getting back to my other hobbies and friendships.
I have some requests. I have considered Unity, Game Maker Studio, or Godot for fan/commercial products, though E.S. is still fun to work with and is useful for prototyping.
Is it possible to update e.s. to remember multi-level/higher lift structures?
Is it possible to add per pixel collision? This would allow for larger mojsters/objects/etc.
I have a livjting/palette question, though I will wait until I create a mock up.
Can combat be altered through modding/scripts? For example, hitting a button which causes the avatar to swing a sword each time the button is pressed, detect if a hittable object is within range, and then damage said object? For instance, the player would walk up to an npc, amd hit the "attack animation" button. The avatar would swing the sword. The script checks adjacent tiles for a hittable object, and then the npc would take damage as though the player double-clicked the npc. The avatar would then stand there, waiting for the player's next action.
This one is more difficult to explain. Can scripts/mods be made to add more frames of animation? For example, we would create another object that contained extra walking frames. The script would have the avatar switch between object id's in order to add more frames, making the walking animation more fluid.
Can external files/scripts be created to circumvent other "hard xoded" limitations? Sort of like how Morrowind can utilize script extenders and what not to add new features to the game?
That is all for now. I am just now getting back inti the swing of things, and I live with chronic pain and malaise, especially when it is cold. I will do my best, though I do have a lot of tome on my hands these days.
It has been a while since I last posted. Some of you know that my life took some drastic turns for the worse; near death motorcycle accident and then sepsis after that, another car accident during December of 2017, my business failed due to mismanagement while I was recovering, divorce, financial issues, and I just broke up with my fiance yesterday (it was the right thing to do. Well, all of that is behind me, now. I am not posting sny of that for sympathy. I just wanted to let everyone know that those are the reasons I haven't produced anything Ultima related in a long while.
I am working on spriting again, in addition to getting back to my other hobbies and friendships.
I have some requests. I have considered Unity, Game Maker Studio, or Godot for fan/commercial products, though E.S. is still fun to work with and is useful for prototyping.
Is it possible to update e.s. to remember multi-level/higher lift structures?
Is it possible to add per pixel collision? This would allow for larger mojsters/objects/etc.
I have a livjting/palette question, though I will wait until I create a mock up.
Can combat be altered through modding/scripts? For example, hitting a button which causes the avatar to swing a sword each time the button is pressed, detect if a hittable object is within range, and then damage said object? For instance, the player would walk up to an npc, amd hit the "attack animation" button. The avatar would swing the sword. The script checks adjacent tiles for a hittable object, and then the npc would take damage as though the player double-clicked the npc. The avatar would then stand there, waiting for the player's next action.
This one is more difficult to explain. Can scripts/mods be made to add more frames of animation? For example, we would create another object that contained extra walking frames. The script would have the avatar switch between object id's in order to add more frames, making the walking animation more fluid.
Can external files/scripts be created to circumvent other "hard xoded" limitations? Sort of like how Morrowind can utilize script extenders and what not to add new features to the game?
That is all for now. I am just now getting back inti the swing of things, and I live with chronic pain and malaise, especially when it is cold. I will do my best, though I do have a lot of tome on my hands these days.