Posted May 15, 2023 by yano
Hey guys! Yana here with a pretty big MonMae update, got lots of QoL and polish this time around along with some new features added in, some started and some finished up! So let's get right in to it.
Firstly, let's take a quick look at a list of changelog for 0.7.9 and 0.7.95
One of the biggest changes is that our "Setup" Tab has been turned in to "Custom" and as you can see, there's 4 new buttons here! From here, you'll be able to define things like your startup settings, customize your battles, customize debug settings, and choose your themes, now all within the visual editor!
In this new Custom tab, currently only startup options are working, however if you'd like to take advantage of the battle customization options, you can do so directly from the obj_battle's create event. You can test both the SIMPLE and 3D Perspective Battle Styles by setting one of their values to 1 (or TRUE)
This is of course also true for back sprites, scaled sprites, gameover, and hardcore gameover which were all added some time ago. Soon, these will be accessible directly within the Visual Editor, and you won't need to mess with the obj_battle object to tune in your preferences.
Next up, we've started adding yes - no dialogues and other important visual feedback to the menus, you will find that all working buttons now have visual feedback (more audio feedback coming soon!)
Currently on the to do list :
To finish up "Part 2" of the three part update we mentioned in a recent devlog, we'll be adding some more minor upgrades, finishing off the new Custom tab, and lastly finishing up the inventory scripts we've been working on before finally adding them into MonMae. The scripts that make up the inventory system are quite plentiful and complicated so they require lots of comments and testing to ensure a smooth transition into the engine, but we're currently in the final stretch of it and excited to get feedback from our intermediate MonMae devs!
Of course, just to re-iterate, once "Part 2" is finished, we will be focusing on getting the Questing and Cutscene system into Visual Editor before finishing up Part 3, and from there "going ham" on Dokimon.
Our art team has also been super busy with a very big project that we are so excited to share very soon, so please look forward to that!
To finish this devlog off, take a look of what we're currently working on from today (outside of what's already been mentioned) :
Thanks everyone and do let us know if you find any issues! We'll be pushing a small update again fairly soon, so if you find any more bugs or visual errors let us know so we can fit it in, thank you!!