Version 0.12.0


Hey everyone! Sorry for the lateness on this devlog. Version 0.12.0 has been out for a while now, but I kept forgetting to write the devlog for it. 

The big core feature for 0.12.0 are so-called 'special movements'. This is where a developer situationally overrides the results of pressing one of the movement keys on a given tile. That way, you can hop over ravines, climb ladders, traverse stairs, all without interrupting the flow of gameplay. Test Room B20 was added to demonstrate a number of default special movement options (all of them are tile size and movement speed agnostic, so they can be slotted into any project without issue), but that's just scratching the surface of the possibilities. Special movements are an incredibly versatile tool, and you can attach basically any sequence of movements to the button, as well as attaching conditionals. 

Special movement tiles are follower-compatible, which required a bit of an overhaul of the movement logic for followers. Rather than walking to the previous coordinate of the target they are following, they now wholly mirror the movement instructions. An additional expansion of follower features is planned for the future, to make them more versatile in cutscenes.

Aside from special movements, there's also some minor features. Objects now have upper_left_coord, upper_coord, upper_right_coord, left_coord, right_coord, lower_left_coord, lower_coord and lower_right_coord attributes, targeting the coordinate found at that extreme. This was implemented to provide some more robust targeting for scripting. 

Move layers were split up. There's now distinct move_sub, move_dynamic and move_super layers, each of which overwrites the movement rules up to the layer group mentioned in the name of the movement layer subtype. This makes it possible to overwrite the movements on your background tiles, without preventing an NPC standing on an overwritten tile from presenting their own movement rules. 

The final change for 0.12.0 is a minor one. The orthogonal_tiled_map screen has been moved to its own file, so that you can customize it without having to override it and redo the work every time I add a new global variable to the new pink engine version. 

Since I forgot to make this devlog initially, we're now already up to version 0.12.1. This version contains a fix for a bug brought to my attention by Saqqara on the discord, namely that the engine would crash when removing conditional mobile objects under certain circumstances. That issue is now wholly gone. 

Files

pink_engine-0.12.1-pc.zip 103 MB
Jan 20, 2022
pink_engine-0.12.1-pc-empty.zip 96 kB
Jan 20, 2022

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