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Been recently working on catching Level Editor crashes, error reporting, saving/loading, added option for teams to show/don't show overhead HUDs (perhaps for some more immersive game modes?). 

Had to be more busy with my primary work recently though - missing having more time to work on games. Because of that it feels like I'm not getting better at anything these days - which always was most fun component of any job for me personally.


Some changes to Level Editor, added code snippets. These are lower level trigger actions. Triggers will be basically groups of objects that spawn (or execute if they are code snippets) only when triggers are executed. It could make it more useful to create any kind of entity as a reaction to events.

In screenshot code snippet sets singleplayer (or server host player) to control my_player (which is a ragdoll, that has character accessible through .owner_character property, which has .controller pointer that needs to be passed to SetToController method).

Similar to pb2GameWorld, connected network connections (other players) do also have SetToController methods as well as plenty of others similar. Technically PB2.5/3 could be heavily altered in terms of gameplay as a result of proper usage of all that.

Some kind of classic "trigger action types" is in plans but it is for later so far. Under the hood they will all convert to these code snippets (and to be more accurate, whole map is a code too, which game can interpret and server instances can separate into static and dynamic parts for anti-cheat measures for any kind of gamemode including user-created).

Also structure list as well as right panel are resizable now.


Custom shapes are actually possible now to make in Level Editor, as well as slicing and some amount of merging (could be improved later).


Some quality of life perhaps here.


And there.

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