dulsi wrote:
Oops. I don't always look too closely at the BTCS documentation. I'm still going to keep the ability for all items to effect to hit bonus but I really need to fix it so that weapon bonuses only apply for that weapon.
Yeah, this is one of those things that I wasn't clear on, so when I was working on the docs, I had to go with what I knew, which was BTCS.
New release is out. It doesn't have the item type list you requested. The file size has grown greatly with the new images. Something might need to do something about that. Switched windows back to SDL1 for the time being. Implemented Scry Sight as found in original Bard's Tale games. Right now it doesn't work as expected for a tower. Some small changed to the Sample 2 game.
I knew this was going to be a problem a while ago, which was why I was wanting to renumber all the image files ( I wanted to trim down the number of images to around 100, not including the user defined). Originally, since they were just all static images, I just found images I liked, asked the artist if I could use them for a non-profit game and ran with it. PNGs are big files to begin with and MNGs even larger. I tried dithering the images, by adding an extra step and converting them to Gif first, but the savings was kilobytes, when I needed megabytes. My module is over a gig in size and that's mostly (about 85-90%) from animations.
As an aside, I keep all the image renders I've done and since it's a frame by frame thing, I can just pull an image out to save as a slot and we can make animations as separate download. I would say you could use the 7zip format to decrease the filesize of the archive, but I'm not sure that all platforms supported have the 7zip archiver.
For pocketchip, I've been playing around with a different display. I made the display wider. The image window takes up most of that to display the 228x176 images. The character status information is move to only beneath the text window. I lose max hit points, max spell points, and class. Instead I add green color to indicate you are at max. Black for below max but above half. Red for half or below. Right now it displays poison, stoned, death, etc. badly. It writes the text over the character's name but that makes it unreadable as the letters mix together. I was icons would be easier to understand.
Try this out in the linux version and just look at the first page of the Status Display. I followed the BT III format and you may want to use this as a basis for the Pocketchip. I have name, level and class taking up two lines (or in my case Name, Level, Alignment and Class). It may give you an idea for space in the Pocketchip edition.
https://drive.google.com/open?id=0BwpB_ ... 3JYTXhDd1U
I like the color coordination. Wish we had it for the PC builds.
If you want, make a template icon to use for Death, Poison, Stone, etc and give me the pixel size. I can come up with some simple icons to use, instead of text. Poison a green droplet, Death a skull or tombstone, etc. As for the game screens, if that's a direct screenshot of the game screen, I can use that as a template to make a Mainscreen.png for the Pocketchip Edition. If you get me a screen of the Level Editor, I can do one for that, as well.
I won't be releasing any new images for a while. School just started again for me and Kiddo and I've been working on making facial animation sets for older Daz models in iClone. Evidently, it's become a popular thread, so I've been focusing my attentions on that, as I have not only user support but support from Real Illusion, as well.
[EDIT] - I really dig this layout, Dulsi. Is it PC-compatible?