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Found 33 results

  1. Theolized Sideview Battle System (Or if you prefer, you may call it Theo Animated Battle) Original Post : Theolized Sideview BS Version : 1.3c (Stable) / 1.4 (Open Beta) Type : Battle System / Battle Engine Opening : This is my first battle system script and my masterpiece script so far. At first, I made this script for my own personal use. Back then when Ace was released, I always wanted an English version of Tankentai. But I heard nothing about the translation. I thought it was impossible tankentai to be translated to English. Moreover, it has bad compatibility to other scripts. Then I looked at avalaible battle scripts, and not even a single script I like. I just don't get the idea of those scripts. Then, hence my ambition started. Introduction : This script was greatly inspired from Tankentai VX version and Eremidia : Dungeon! game. It's mainly aimed for free sequence animated battle without standard. I mean, there is no such a thing like "play all frames in row x" (the reason why I did this is because I hate standards). You can pick any grid in your spriteset. You can even use unorganized spriteset if you're too lazy to make one. As long as the format is consistent. To be noted that this script is not avalaible in English version yet. But you can try my sample game before you decided to wait for translate version or not. Translation done! Enjoy now! Features : Animated battle of course Free battler sequence Free format battler sprite. You can even use unorganized spriteset as long as the format is consistent Built-in damage counter The rest are written in script ... and my sample game ... Screenshots (Taken from old version) : Video : video for version 1.3 (also trailer for the sample game) video for version 1.4 video for setup demonstration You can look at my playlist if you want more Scripts : Scripts Download = github repository (old version, havent update it yet) Demo = Sample Game Version 1.4 (Beta) : Click here | Mirror Animation Samples / Alternative demo : Click here | Mirror Note : If you want to download in solidfiles. Here is the way IMPORTANT! Patch for version 1.4 - Last updated: 04.02.2015 Just various bugfixes. Most likely going to stable version https://github.com/theoallen/TSBS/blob/master/Patch/Version%201.4%20Bugfixes.rb How to patch? Simply put it below implementation Newly Released addon : Animated Actor on Menu - Check out the video Questions and Answers : Terms of Use : Special Thanks : Author notes : I use in script editor to make sequence movement instead of too many notetags as Symphony and Victor's do. It because there're already many script that uses notetags and notebox itself has no scroll. As you know, I'm not so good at English. So I'm sorry in advance if there's any unclear informations. Feel free to ask Version 1.4 Release note : My aim is to make it compatible with Luna Engine without extra patch. However, I haven't tested it with the latest version of TSBS. It's still beta version. In other word, it may have many issues. You may test the script, but if you're going into real development, I suggest you to use the stable version 1.3c instead. I haven't update the github at the moment. Considering it's still beta. Script must be taken by download the demo. I changed the config 1 and config 2 parts. So, you need to update them as well. Battle backdrop decoration addon is not translated yet. There're too many instructions that I can't really handle right now. Perhaps, sometimes. Also, it has a little glitch which I currently dunno how to fix. if you use Alarm Tone, in next battle that not use alarm tone, there 1 frame glitch where the screen blended with a wrong tone. Sorry if the demo looks so messed up. I don't have the will to clear that up "OTL TSBS version 1.4 will not updated. If you reported a bug, I will likely to make the patch instead. Battle music taken from Dragonic Symphony if you wonder. I added extra showcase of my scripts like animated portrait and hover notif Want to use the map BGM? That's mine, go ahead if you want to use. And you need to credit me as well. After these hardworks, I will likely to take a very long break and will not touch anything complex related with the battle system (unless I choose to). But I will still provide the support for TSBS as long as I'm avalaible.
  2. Hi, VXANetizen! It's been a while since the last time I updated the development journal. I was once took a break about one week, not touching TSBS due to burntout. You know, when I looked back how I made the core implementation of TSBS, I have no idea what I have done lol. By the way... how is it going? As I promise, the open beta will come up at the end of this month. And yes, it's the day after tomorrow. So far, the core script is stable, I don't have any plan to update the core implementation and its addons. Even if I have, I will do that on the next update. On this open beta, I also put the animated battler inside the demo. So you could learn how to make animated enemy The rest is ... I'm just cleaning up the demo. Translating the addons into English and such. Nothing more. Wait for it!
  3. Hi VXAN folks! Welcome to the next development journal of TSBS Yesterday, a member namely R4kshasa asked me if my TSBS could zoom the icon for weapon. Well, I said clearly no, but I offer and alternative way to show picture as icon instead. Today... and at this minute, I managed to call 'icon' from file As you already notice that the icon is slightly bigger than the regular iconset. Yes, it's true since the size is 32 x 32 while the regular iconset is 24 for each icon. So, how do you gonna call the icon? First thing that you need to do in weapon notebox, you need to put this notetag <iconfile: file> Replace the 'file' with the file name of the icon located on Graphics/system, like this And as for the icon sequence, put the index as -3, put -4 if you want to call the second weapon Soon.... avalaible on version 1.4 P.S : I wonder if the member named R4kshasa itself is from Indonesian, since his name itself means 'Giant' in English >.> If you wonder where I got the icon, I took it from http://7soul1.deviantart.com/art/Swords-and-daggers-330188683
  4. Hi folks! Welcome to the next development journal of TSBS Today, I want to share my progress report on making the Open Beta version. Some of you may have been wondering how can you make a bow skill sequence. So, in upcoming demo, I put a sample sequence for bow skills since in my Sampe Game I didnt include the bow attacks Anyway, here is the video sample Not that much I can share. The rest of it, I just clean up some messy database and scripts
  5. Hi VXAN people! First, I'm sorry in advance if I was missing in action recently. My college stuffs just killed most of my time. And now, I'm facing my mid exam. I'm still working on my TSBS so don't worry. Today, I want to share my current progress report. Open Beta will be avalaible at end of this month (Hopefully) After taking a closed beta in my local communities and they reported so many bug and I fixed it. Now I decided to prepare the open beta for public. The core system of version 1.4 now stable and the English instruction already tranlated However, some addons like Battle Decoration, Battler summon and such are still in Indonesian. I'm doing my best to build this open beta version Compatibility with Yami Popup (Also for Luna Engine) In previous development journal, I already said that I made the patch for the Luna Engine. Though, I don't really like the script patch itself. Hopefully, in this next version you won't need the patch to make mine work with Luna Engine or Yami Popup Here is the video from Kisaragi Rikko. One of the TSBS Beta Testers Battle Decor - Field Effect! Have you thought that some of your character can summon the rain? And when the rain comes, some of enemy stats are down and you get the advantage? Now, I managed to make field effect! ------------------------------------------------------------------------ And as a side note The reason why I was missing in action is because I studied Unity3D. It was one of my college lesson. Later, I have to make the last project on this semester. So, it needs a great understanding of this software. In some part, this software is much easier than RPG Maker VX Ace and it's also FREE! However, it won't be non-programmer friendly since scripting / coding is a must. Not just like RM which can be done easily with pure eventing. That's all I can tell to you right now. See you later ...
  6. Hi folks. Welcome to my 27th post of the TSBS development journal. In this post I will tell you that I made some little progress. Anyway, what's new? Bug Hunting! Beta testing phase had begun in my local community. Surprisingly, they reported many bugs. Like the glitch where you can not revive the dead battler member, or even fatal crash due to some typo, lol. So, I decided myself to put the latest version into my sample game, Eremidia Dungeon, Skyward Temple. Well, JUST BY plugged it in and remove the old version I found soooo many issues. Anyway, Fortunatelly I haven't release this latest version into public. I can not imagine that people will report so many bugs and issues if I didn't debug it myself lol. My next plan is I will release this version 1.4 and keep the previous version 1.3c in case if there is anyone who want to revert it back. The version 1.3c is the stable version where it doesn't have much issue yet it has less features. While the version 1.4 is an experimental version which indeed it has much more features yet it may have compatibility issues as well. This bug hunting may be the longest testing phase beside the translation into English itself. Also, for a side note, I will be using version format 1.4.0 instead of using alphabet. Tone and Color on icon This was just my random thought. I found this was weird to see the battler icon tone and color didn't follow the battler color. I'm not sure if it's a good idea or not though, I like it anyway. See these screenshots Planned new features Adding more spriteset control Nio kasgami in this post asked me if I could make a better spriteset control since he will be using the larger spriteset. My ideas came up into two ideas. The first one is to put new parameter inside the [:pose]. Like [:pose, file_index, [row, col], wait], It's actually can be done by putting "cell(row, col)" though I haven't tested it once again. And probably I will remove it The second idea is to put an autopose. It just same as play all sprites in frame x. The autopose parameters are >> file_index : Number of the battler graphics name like Eric_1.png, Eric_2.png, etc ... >> row / frame : Which frame you want to play? >> delay : The delay between the sprite animation This autopose is just a trigger. When you call this command, you need to put wait as a timing. [:autopose, 1, 1, 15],[:wait, 15 * 3], The larger number you set the MaxCol in config 1, it will be longer as well. So you need to get the right timing in [:wait] command. Man... I'm suck and explaining things Change class change graphics. Change equip, change graphics as well Another crazy idea is to change the battler graphics depends on the class As for now, I already made change graphics by state and also exclusive flip graphics. So far, I'm going to made this formula #{battlername}_#{classname}_#{statename}_#{index}_#{flip}.png Now, about the change graphics when changing equip, I have no idea how the battler name format should be. Or is there any better way? Well, maybe I will think that later and you should stay using show icon at the moment. Also, I don't have the resource as the sample. So I can not really tested this out. That is all the progress report I can tell you right now. See you later in next development journal
  7. Hi folks! Welcome to my 26th development journal! Some of you may already aware of my battler summon on this development journal. However, the video showcase was just really prototype. I mean it was not usable at that moment. Yesterday, I finished my battler summon addon and already tested with various posibility. And I already made the complete documentation about the script. Even though I writo that down in Indonesian. For video footage, you could see this video Well, that all the progress I could report right now See you in my next development journal
  8. Hi folks! Welcome to my 25th post of my development journal Yesterday, a new crazy idea came up into my mind. Have you ever thought of alarm tone effect? I don't know who to say it in English. But what I mean is the tone is sometimes looks red and sometimes looks normal. It was not an easy job, I need to blend it with the regular tone and such. And I managed to make one. Look at this video Also, I added new effect. Flashing effect and sound effect! It adds more atmosphere like you're battling in the middle of the storm. I'm pretty aware that this kind of effect may render the player into sickness (motion shake, color change, and flashing at the same time, seriously). Please, be understand that this is just a test video showcase. Now, I'm curious what is the next idea that my brain tell me in future. ---------------------------- And for a side note. I already spread my TSBS v1.4 into my local Indonesian community. Yes, the Indonesian instruction now complete and they're testing it. It's not the final build though, but I give them the first chance, in case if it has bugs. If you also want to test this out, I can send you by PM. However, the English instruction is not included yet. So, you need to figure it out by yourself.
  9. Hi Folks! Welcome to my 24th entry of my development journal Has anyone ever though of custom flip image? I believe most of scripts are using the mirror function from Sprite class. Which mean, the image will be flipped by script. That is not a problem if it's for simetrical sprite. But how if a character has an eyepatch on his right eye? If you flip the image, his eyepatch will be moved into his left eye. That's odd, isn't? Very long time ago I requested Any kaduki sprites that has flipped version. And a guy from RPGMakerWeb helped me out. As the result, I made this in this morning I bet most of spriters want this kind of feature If you curious how the resource looks like Basically, you just need to put "_flip" on its name P.S : I should do this yesterday. But it can't be helped, I procrastinate longer than I should have xD
  10. Hi folks! Welcome to 23th development journal of TSBS Some of you may already aware that I uploaded a new devlog video yesterday. Yes, it was named "TSBS Devlog 1.4 - Battle Cosmetics" before I decided to change the name into "Battle Backdrop Decorations" (in short, you mau called it "Battle Deco", catchy enough I think). I did this when I really bored and didn't get the internet connection at that moment. Also, it was my THIRD attempt to make Battle Program like Journey Battle System has. At first I wanna make the configuration is same as the Journey Battle System until I found it was really confusing to setup and I decided to make another style of configuration. If you want to see the video, look at this youtube video I recorded the video right after I sucessfully make it works. With many pre-configured settings and such. Also, I hadn't show all the features of my "Battle Deco". Well, here is the list. Shake screen both vertical and horizontal. You may noticed in my previous sailing battle video Scrolling battle backdrop. As you can see, the cloud is scrolled Setup position of the battle back. By default, every battleback is placed in center. By using this script, you may adjust the position or even zoom the battleback Background Sound. You may play BGS in battle. Background SE. Like play SE within delay time duration at random. It isn't shown in video Random Flashing effect. Like the lightning effect. It isn't shown in video Battle Weather. Like snow, rain, storm. I also have a plan to add my own. It won't work well with MOG Weather Ex at the moment. I tried to understand his script but no hope lol. Battle Tone effect. Changing battle tint screen. It was inspired from the Touhou Tales - A Wandering Spirit Video trailers. I don't know what script she used, but It gives me an inspiration. And the last but not least, the Battle Status Effect! Let me give you an example. When you enter lava dungeon and you don't equip Salamander Ring, you will get slip damage when you engage an encounter. But when you do, your attack will increased. However, it won't affect anything if you out from the dungeon. Here is the preview of the battle tone effect That's all folks. See you later in next development journal
  11. Hi folks! It's been a while since the last time I wrote the journal I bring a sad news that the English translation for the next version won't come out so soon. There're many reason for this. The first one, I'm burnout.... And the second one, the instruction itself is over 2000. Look at this spoiler if you don't believe. (It's Indonesian btw) It's kinda pain to manage a huge module script for two languages. You need to double check so you won't miss anything. And as you already know, English is not my primary language. That being said, I may release the next version in Indonesian at first just like before when I posted the script here. Not to mention, I will also need to update wiki about how to use this latest version. The advanced projectile control feature is not easy to use (or explain lol). As a closure, I just want to say that I need to take a break for a moment. Doing some little scripts, fixed some reported bugs from my script and such may works. Or maybe should I completely abandon the RPG Maker for 2 weeks and watch random anime? Anyway, see you later for the next development journal P.S : I'm not abandoning this battle system. I seriously need to take a break lol
  12. Hi folks! Welcome to 19th dev journal of TSBS Today I want to celebrate my greatest achievement I ever made! I managed to make smooth movement of battle camera and it's integrated with many things! Include damage popups, afterimages, and animation reposition which I ever failed many times. See the video below Though, I'm unaware if there is any issue I missed. I'm going to test this out in various cases. So, please be patient Big thanks to Galenmereth for Ease Movement script algorithm. I learned how to make smooth movement from his script. Be sure if to credit him as well you want to use my battle camera in future
  13. Welcome the the 21st entry of my development journal! So, what's new? Some of my friends insist to see the battle camera. Though, seriously, I don't really like it. But, when I do, I also attempted to make an integration with animation. I mean, while the camera is being zoom, the animation will be zoomed as well. Take a look at this video Honestly, I can't really tell if this integration is a good idea. Or should I leave the animation zooming value in its original value? Or should I make a switchable animation zoom integration? So, I let the script user to choose if the animation need to be scaled or not. Anyway, It's 2D game engine and if you do the zoom, everything will be pixelated. I would suggest you to NEVER use zooming battle camera. P.S : There is a glitch in the video I was late to know. I hadn't scaled the animation position. So if you look closely at Freya's Thunder summon, you may get the idea. I already fixed here and that was really not hard fix. ---------------------------------------- Another note. Days ago, Archeia asked me if I could make both mine and Luna Engine works. Since it had been mentioned in Scripts that aren't currently compatible with Luna. I managed to make both works. It's not really a hard fix, just a little "misunderstanding" of using the concept of script. They seems messed around with my "private property" and I reverted it back. What is the issue with the Luna Engine anyway? From what I've got are : The action perform won't end. After you perform an attack, there is an infinite loop so enemy will never attack you nor open the actor command. Weird damage popup animation. The fix was not that hard. But the debugging part was really nuisance. I commented out all Scene_Battle modification of mine. The Luna Engine worked just fine. There was no said issues. Then I uncomment some of Scene_Battle modification of mine and for some unclear reason, I found the issue was come from wait sequence in win loss checking. I started to wonder. "So, Luna Engine won't allow me to show victory sequence pose? Let see if I disabled this feature, will this work?". Surprise, it worked! Though, my expression was kinda like But hey... sh** happened! Indeed it worked. I noticed there another glitch. The enemy position went wrong due to some unclear reasons. I looked around into various script, (I mean, VARIOUS since there're too damn many). And finally! I found the culprit was the script named "Enemy Offset Addon". It messed with screen_x and screen_y value which those are what I mean my "private property". It worked yes! Still, it was bugging me why Luna won't allow me to insert victory pose sequence. But on second thought, why just don't re-enable the feature? guess what? it worked as well! So, the great culprit was the "Enemy offset addon" thingy. I didn't even know WHY? But it worked anyway. So, if you're going to buy Luna Engine and want to use mine, make sure you delete / disable the said script. The second issue was not hard to fix. I just need to rename the method name since it has same method name with my basic module. Here is the patch I made for Luna Engine. It should go under my TSBS implementation and above all TSBS addons. https://github.com/theoallen/TSBS/blob/master/Addons/Luna%20Engine%20patch.rb Also, my TSBS script should go under Luna Engine. And I'm sorry if I put some venting post ._. That's all for now. See you later :3
  14. Gosh, it's already 20th. Anyway welcome! A wild idea suddenly came to my mind. I just have fun with the math thingy and I made this sailing battle! It's allow you to constantly shake the screen. Take a look ... So, what just I have done? I will spoiler a little secret of my trick. I'm fans of using trigonometric functions and circular movement. They're kinda tricky but often fun to use them as experiment. In my camera shake screen, I used cosinus function I shake both X axis and Y axis using this curve. And while I preserved the original camera focus point, I add the additional displacement X and Y axis. As the result, camera will shake and it doesn't interfere with the original camera sliding. Shaking screen need 2 variables. First is the amplitude. How far the deviation is. The suggested value would be around 10 - 20 pixels. And the second variable is the circle speed. You know, 0 degree in cosinus is same as 1 and while 180 degree is same as -1. The "circle speed" means the addition value that will be added into the degree value. It's recommended to put X and Y speed in different value so the camera shake won't be like circle. Thats all for now
  15. Hi folks. Welcome to 18th development journal of TSBS. Well, call me inconsistent. I already said in previous post that I'm going to take a break for a several day. But everytime I got the idea to solve my scripting problem, I could not resist to try. Anyway,... what's new? I managed to make the icon has the afterimage effects same as the battler sprite which I ever failed once before. And why the next version takes time to release? While I usually post in this blog as celebration of my achievement, today, it isn't. If you curious what I'm doing right now is integrate the battle camera with many things. And this one once made my brain exploded. Though, I already managed to fix the issue somehow It's only one of the problems. There're still to many problems ahead. Just me venting around. Well, that all of the progress report I can tell you right now. See you later in next development journal.
  16. Not really a development journal. I'm taking a break for next several days. I just want to venting something about my TSBS and share some video made by my friends First, the action sequence video is from Ryuz Andhika. The first user of my battle system script. This video also made using early version of my script. It's kinda lag somehow Big thanks to him. It was a proof that my battle system is understandable. And he was the great supporter of TSBS back then when I still had the version 1.0. He often asked me to update my battle system to be more cool. Sadly, due to some real life stuffs, he now had been retired from developing a game. However he still shown up in our community and often see the improvement of RM stuffs in our community. And the second video is from Sawaragi Rikko. The person who can understand my instructions and can adapt quickly with my latest update. In this video he present my battle camera addon even I already said if my battle camera is still in prototype and it won't be updated until I released version 1.4. http://www.youtube.com/watch?v=utDau76Feq0&feature=youtu.be If you want to see his video more, visit his channel http://www.youtube.com/channel/UCjTLokhPoZR36KLjwbWSJPw/videos And as the closure... I want to say thank you very much for supporting my battle system!
  17. Welcome to 16th development journal of Theolized SBS Today I tested out the improved timed hit feature. Which is inspired and adapted from Eremidia: Dungeon! In a nutshell, you can change everything if the player hit the button in right timing. Like changing sequence or even guaranteed evasion for actor. Well here is the video This is the screenshot sample sequence I made. It was on progress. Well... at least this is the progress log I can report right now ------------------------------- On the rambling part. Actually I planned to update this dev journal more than one hour ago. But when I opened youtube, I saw the recommended video and I stumbled upon this music video. Lol, yeah and I suddenly addicted xD http://www.youtube.com/watch?v=FF4q5C3_YDY Try to listen. It's beautiful!
  18. TheoAllen

    TSBS Dev Journal #14 Battler Rotate

    It's been a few days since the last post of my dev journal. Anyway, welcome! If you were working on something and you had burnout, you should take a rest, seriously... Take a break about a few days or maybe a whole month. You know, I suddenly got a miracle when I was just recall my TSBS problems I can not figure that out before. What is that? A battler rotation. It's actually an easy stuff. But, what I was thinking is how to make it works without destroying / scrapping the default script works a lot. [scripter stuff] When you need to rotate a sprite, you have the origin coordinate named ox, and oy. By default, the oy position of Sprite_Battler is on the bottom of the sprite. it means, that the center rotation is not center of sprite which may looks weird. But if I change the oy coordinate, everything will goes wrong. Now it won't. Take a look at my latest development video! Well, that's all for now
  19. It's 15th dev journal already. Wew, 2 blog posts in one day. Anyway welcome Ok, it just an achievement about trivia stuffs. The damage counting. If you already played my game, Skyward Temple, you may have notice that when the target is killed in multiple hit, the damage counter won't go up anymore. Say your actor has 4 hits and the target died in 2nd hit, my damage counter will display only 2 total hit. Yes, it just a trivia, but it's really bothering me. Today I managed to keep the damage counter to count it up even the battler is already dead It worked, yes. But another thing was bothering me. Why the death state is poped up while the damage counter still counting? It's kinda looks weird in my eyes. Then I added immortal tag. Inspired from Tankentai and also Battle Symphony. Here are the results If you want to see video footage. it might a bit hard to understand what am I trying to show.
  20. Welcome to 13th of development journal of TSBS It's not really script development log. Just announce that new wiki is up (wiki is a part of development though). It tell you how about making dynamic sequence by using script call. Well, here you go! https://github.com/theoallen/TSBS/wiki/Make-dynamic-action-sequence Meanwhile, this day my college life just started. So, I'm not going to be so active as before. This was just what I can do with my little spare time.
  21. TheoAllen

    TSBS Dev Journal #12 Cover Me!

    Welcome to 12th of development journal of TSBS. Ok... I'm burnout already. at least 70% of my wishlist just finished. Now the remain wishlists are just trivia yet seems not easy to fix / implements. By this post, I want to inform that I will going to take some rest for a while, since next monday (probably sunday in your timezone) my vacation is over. My college life will begin. By the way, this is the today progress report I can show to you. I just re-enable the substitute function in RPG Maker VXAce since in the previous version I disable it. Well, see you next time
  22. Welcome to the 11th of development journal of TSBS. Long time ago a friend of mine and also as a fan of Theolized *cough* requested battler summon which acts like Naruto kagebunshin. He said "Hey, can you make a mirror / clone character and it will have action sequence so he can acts like other battler?" Ok, I thought it was impossible, it's quite tricky. But my curiousity keep telling me to try. And yesterday I managed to make that work. What it looks like? See this video This battler summon might have incompatibility with some scripts which deal with the actor related things. Thought I have tried my best. I hope it won't have any problems. That being said, I will release this feature as separate addon This video is just preview since the current version 1.3c of TSBS has very bad structure. It's my first battle system script you know. I'm not really know how to make the battle system script structures, though soon I will eventually learn new things and make it more organized. That is what I'm going to do in next version of TSBS
  23. Ok, so it's already the 10th of the development journal of TSBS I was going to name this entry as "Progress Report v1.4 (part-2)" but this current title I think will be more intimidating Oh, I forgot to say ... welcome to my dev journal Today I have a big achievement. I managed to make the most of projectile controls works. Not much to say. Well look at this video... I do have a dream to make the projectile has move routes like slide within the specific point, wait in the middle of the movement, and so many. But on second thought it's a bit overkill. So, I'm not going to implement the idea in near future, and probably not if there is no request. And as addition, it's also tricky one.
  24. Welcome to the 9th development journal of TSBS. Since I reworked the TSBS script structure, some of sequence command may changes and someothers will be scrapped due to some reasons. Keep on eye on these sequence commands. [:show_pic] (I already made common event call. And it will be totally easier than set the picture call in action sequence) [:user_damage] (You already have change target to self. It's seems redundant if it still exist) [:proj_setup] (It will handles most of Projectile Control. The usage may different) [:anim_top] (It will affect the animation position as long as you haven't turned this effect off. It's to prevent a glitch for area animation) [:anim_bottom] (Same goes with :anim_top) Also... For yesterday achievement, I managed to make projectile pierce through the target
  25. Welcome to the 8th of TSBS development journal. Now, I'm really excited about this upcoming release. I have so many experiment I have't tried yet before and I definitely learned many new things. It was really hardworking since I need to renovate most of the structure. But it's really worth. Thanks a lot to my sister who usually take away my internet connection so I could focus on experimenting these stuffs. By the way, here is the progress report I could make so far. Change battlebacks now functional And I managed to add some of projectile controls I listed in previous dev journal. More will come soon... --------------------------------------------------------------------- For a side note. A friend introduce me a Bravely Default OST and I really like them. This is the one of my favourites. I usually play this music while I'm experimenting
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