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Hi, everyone. There were no much stuff this month due to the fact that I was working hard on the long awaited Alpha ABS Z. And i have good news, core scripts done at 90%, only some features and the some UI elements remains to do.

I planned to release the beta today, but it's still a bit damp and some critical bugs revealed during testing, I decided to postpone the release of the plugin a little more, for some improvements. Plus, the interface needs to be improved (plugins commands and paramters alos). Since most of the code is already ready, I set the exact release date of the first beta - this is July 24. It will be available only to my Patrons. Beta version will not contain all the functions and features of Alpha ABS, but the main ones to start making the game will be. Also, most likely, there will already be compatibility with the Alpha NET Z. (As I said earlier-NET Z support will be almost at the start). That's why the development took so much time, that this is not a simple port from MV, but a completely redesigned system, taking into account past limitations (to remove them) and taking into account network capabilities.

So, Alpha ABS Z Beta 1 will be available July 24 (maybe earlier)


Some information about new ABS Z system

1) No division on  ABS  and NOT ABS maps anymore. All maps in ABS. You can pause (resume) ABS system anytime in game if you need (for messages or cutscenes).

2) New ABS engine not interfere standard battle system, so you can combine ABS fights and default MZ (MV) battles (even ABS skills can works in default battle as well)

3) Game menu available during combat. No more "Need get out of the battle"

4) Different player character controls configuration: WASD, arrows, mouse, only mouse and ect.


Some information about new ABS Skills system

1) New ABS skills system, no more different skill types 1,2,3. New ABS skill have many many options change that you can create different behaviour and skill types.

2) New projectile system. No more "Solid Regions", now you can set for each skill individually what regions (or terrain tags!) is not passable. You can make not passable events (or events that passable only for certain skills).

3) Projectle map actions - skills can interact with events on the map. You can configure, for example, that the objects of the environment react to an arrow or a fireball hitting them. This will allow create an interaction with the environment.

4) No more target selection restricted skills. So, all skills is not need any target selected. (Something like <notTarget:1> to all skills but way better implemented)

5) Weapons now can have own attack skill, it's allows you set own damage formula for each weapon. Also attack animtaion and other skill settings.

6) Better AnimaX system support, for example you can set delays between animation start and skill execution


7) Way more ABS parameters for skill, more customizations

For example, area selection skill now highlights targets that will be in damage and you can change highlight color and area selection picture for each skill.


So, it's not all info about ABS skills, but I think is enought for this diary, it turned out a lot of text, and I didn't have time to make more GIFs today (sorry). 


I can say for sure that the new ABS Z plugin is worth waiting. Thank you all for your support. I invite everyone to try it out in July. For now, I will continue to work hard on polishing the new system in order to present it in July with as many features as possible.



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Comments

Anonymous

genial * __ *

Anonymous

Looking forward to it! OvO