Beta 4.3 - Sep 30, 2015
NOTE: Script changes are in progress. Some pieces of code may not work properly.
Engine Changes:
- Removed data pertaining to separate editor/client builds.
- Removed the old dialogue box.
- A new method is used to display portraits; they accept a string instead of an integer. Existing maps will no longer display portraits or display them incorrectly.
- Strings are now compressed in compiled maps.
- SetMapVariable now accepts a string.
- Fixed an issue where some map sounds would fail to load if they shared the same name as a sound from a previously loaded map.
- Fixed an issue when compiling maps containing very long strings.
- Dialogue text now has a limit of 990 characters.
Scripting Changes:
- Map Variables and #define variables must start with a letter or underscore.
- Pointers to set variables out of range (past 255 for map variables, or 9999 for global variables) will now ignore the command instead of executing the calculation on the last usable variable. Maps relying on this should be modified to prevent undesired behavior.
- Pointers to get variables out of range will now return 0 instead of the value in the last usable variable.
- ModifyAttribute allows storage of misc integer variables onto a sprite definition.
- The following commands have been added:
- ModifyVariable <number> <number> <operation>
- Numbers beinning with & will be interpreted as a map variable address.
- Numbers beinning with ^ will be interpreted as a global variable address.
- The first variable must point to a map or global variable or no processing will be done.
- Example: ModifyVariable 234 &234 add
- Label <name>
- Labels must be alphanumeric
- JumpToLabel <label>
- ModifyVariable <number> <number> <operation>
- The following commands have been changed in an effort to standardize various functions and improve readability (older commands may still work):
- AddSprite -> AddSpriteTemplate <sprite_template>
- SetSpriteFrames -> ModifySpriteTemplate <sprite_template> frames
- SetSpriteRepeats -> ModifySpriteTemplate <sprite_template> repeats
- SetSpriteBaseline -> ModifySpriteTemplate <sprite_template> baseline, ModifySprite <sprite_instance> baseline
- SetSpriteShadow -> ModifySpriteTemplate <sprite_template> shadow, ModifySprite <sprite_instance> shadow
- SetSpriteTransparency -> ModifySpriteTemplate <sprite_template> opacity, ModifySprite <sprite_instance> opacity
- SetCharacterSpeed -> ModifyCharacter <character> speed
- SetCharacterWalkFrames -> ModifyCharacter <character> walk_frames
- SetCharacterBaseline -> ModifyCharacter <character> baseline
- The following commands have been removed and will not be interpreted:
- JumpToLine
Misc Changes:
- A lot of code was refactored.
- Tiled Maps can now be imported, reading up to four layers
Beta 4.2 - Sep 9, 2015 (Internal Release)
Engine Changes:
- ModifyAttribute allows storage of misc integer variables onto a sprite definition.
Beta 4.1 - Aug 9, 2015 (Internal Release)
NOTE: Starting from this version onwards, Americana Engine will be released under a BSD License. Maps that use assets from Americana Dawn (including the Battle Simulator) will no longer be included with game engine releases. Additionally, all versions prior to Beta 4 will no longer be publically available on November 30, 2015. If you would like to request older copies for research purposes, please send a message.
Engine Changes:
- The current map can no longer be changed or reloaded while the game menu is open
- Fixed a bug where characters were still moving while the game menu is open
- Removed old shop interface functions; it will be reworked and be made available next phase.
- Compiled maps now also properly prevent other methods of saving map files
- Removed command 'Export Sprite/Variable Data'
- Greentea Grass is no longer hardcoded into the game engine
- Dropped support for outputting condensed text
- Removed condition checks for checking if a dialogue is up or not
- The command line -f will now enter fullscreen as a borderless window
- ESC will now bring up the game menu instead. Pressing the Tilde Key (~) twice will still quit the game as usual
Editor Changes:
- Generate Dialogue changed; it is now a toggle button that allows modifying the current dialogue in realtime via entering text on the keyboard.
- Only allows typing any character on a standard US keyboard, no extended characters or control codes supported
- Dialogue box will tint red while this is on
- Dialogue cannot be manually advanced while this is on
- Toggling this feature off will revert dialogue text back to its original state.
- If the dialogue advances automatically or the map changes this feature will turn off
- You now have the option to select any image to use as the map tileset
- The tileset for the current map is now also stored in .admeditordata as an InternalResource call with the sprite alias '__terrain'. Existing maps created before this update will not have this entry.
- If there are more than 254 conditions in a single trigger additional conditions will not be interpreted.
- Keyboard presses 5/6 will now activate 'Mask' and 'Remove Mask' respectively, allowing masks to be placed down with the mouse. The mask layer will display if it's turned off.
- Pressing F5 will now confirm a map refresh.