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Two weeks — and it’s new release time once again. What’s new is some old stuff around control mechanics from last year has been finalized so to be presentable in game form.Namely the player can go anywhere jumping and climbing wise without running into problems around ceilings, and transitions between levels and within levels should now be seamless.There are also critical fixes pertaining to the prior release for anyone not keeping up with patches, and the in-game menus are a little bit nicer now thanks to a good idea that happened between releases; the idea was to let text in the menus be scooted over to make more room, so that there is no longer any abbreviated text to be found in the built-in English translation.Last but not least there is a new feature that lets the player character behave as a monster does when they get hit. It replaces the old experimental approach to this, and is super easy to setup. I must add that I was particularly pleased with this unexpected addition, and very pleasantly surprised by how it turned out. I regard it as a natural fit; the best part of working on Sword of Moonlight for me has to be the developments I never saw coming…For me it’s an absolute joy, a supreme joy, and so far an absolutely private joy of my own for myself. What a shame. I encourage everyone following Sword of Moonlight to get involved. You can wait but you will miss out on the formative period if you do.
//EDI here is 0x77d63cbb KernelBase.dll//Release mode returns 0 via ESP+2c, debug 0x749bf44c ???/*(both modes return 0 via EAX, so it's possible that ESP+2c holds garbage)00413644 FF D7 call edi 00413646 8B 44 24 2C mov eax,dword ptr [esp+2Ch] 0041364A 85 C0 test eax,eax 0041364C 0F 87 36 FE FF FF ja 00413488 00413652 72 0E jb 00413662//100000h is probably 1MB00413654 81 7C 24 28 00 00 10 00 cmp dword ptr [esp+28h],100000h 0041365C 0F 83 26 FE FF FF jae 00413488
PS/Off-topic: One more thing I am going to take a look at is the activation radius for NPCs. I think it needs to be relative to the outer shape of the player so that it can clear a counter in order to get at a shop NPC (behind a counter) no matter what the shape setting is. It may already work that way, but I don't think so.
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