DSB Version 0.55
Posted: Tue Jan 15, 2013 1:26 am
What's new:
- Added sys_render_current_item_text to handle custom drawing of the current item
- Added dsb_mouse_state() = mouse_x, mouse_y, l_button, r_button
- Added dsb_mouse_override(image) to temporarily override the mouse pointer image
- Added dsb_put_ppos_at_tile(ppos, position, swap) to move a ppos around in the party marching order
- Added "invisiblewall" arch to standard objects (and renderer hack to DSB to make it work)
- Can now specify a side bitmap for doors
- Added "smooth" arch property to allow doors to animate far more smoothly than default DM doors
- Added "flyreps" arch property to allow faster flying objects
- Worked around an Allegro limitation when blitting one bitmap with alpha onto another
- Expanded dsb_fullscreen to take an optional table of flags in its 5th parameter
- Added game_draw flag to draw dungeon/game view onto fullscreen renderer screen
- Added ability to use individual animation timers for conditions
- Added "LEFT", "RIGHT", "NORTHWEST" and "SOUTHEAST" renderer_hacks for doors
- Added code to the monster AI to better handle individual monsters being frozen
- Improved handling of x_compress and y_compress so it makes more sense
- Added "shading_info" table (in base/render.lua) to allow individual control of object shading
- stat_bonus can now use a table for stat and stat_up for multiple attribute boosts
- Fixed an occasional Lua error when a monster counterattacks
- Improved handling of monster passage through fake walls
- Fixed an error causing ven bombs to glitch if they explode in hand
- Fixed a bug causing torch durations to be shorter than they should be
- Fixed some mistakes and inaccuracies in the base code's comments
Download it here
Note: Some of the fancier new features have only been tested in a very simplistic way, because, in all honesty, after all this coding I didn't really feel like building a thorough test situation. Please let me know if there are bugs, of course.
- Added sys_render_current_item_text to handle custom drawing of the current item
- Added dsb_mouse_state() = mouse_x, mouse_y, l_button, r_button
- Added dsb_mouse_override(image) to temporarily override the mouse pointer image
- Added dsb_put_ppos_at_tile(ppos, position, swap) to move a ppos around in the party marching order
- Added "invisiblewall" arch to standard objects (and renderer hack to DSB to make it work)
- Can now specify a side bitmap for doors
- Added "smooth" arch property to allow doors to animate far more smoothly than default DM doors
- Added "flyreps" arch property to allow faster flying objects
- Worked around an Allegro limitation when blitting one bitmap with alpha onto another
- Expanded dsb_fullscreen to take an optional table of flags in its 5th parameter
- Added game_draw flag to draw dungeon/game view onto fullscreen renderer screen
- Added ability to use individual animation timers for conditions
- Added "LEFT", "RIGHT", "NORTHWEST" and "SOUTHEAST" renderer_hacks for doors
- Added code to the monster AI to better handle individual monsters being frozen
- Improved handling of x_compress and y_compress so it makes more sense
- Added "shading_info" table (in base/render.lua) to allow individual control of object shading
- stat_bonus can now use a table for stat and stat_up for multiple attribute boosts
- Fixed an occasional Lua error when a monster counterattacks
- Improved handling of monster passage through fake walls
- Fixed an error causing ven bombs to glitch if they explode in hand
- Fixed a bug causing torch durations to be shorter than they should be
- Fixed some mistakes and inaccuracies in the base code's comments
Download it here
Note: Some of the fancier new features have only been tested in a very simplistic way, because, in all honesty, after all this coding I didn't really feel like building a thorough test situation. Please let me know if there are bugs, of course.