Upgrades...
Well, I'm going to try to use the 1.1 A2 version of T2D. That's the newest alpha. They call it "1.1", but it's really more like "0.7". However, it has some good new features. Like "clone" and "copy". Sure beats writing those things manually, I'll tell you. They also implemented a "save/loadcopy" functionality, and if that's any good, I won't have to write the tedius lines of file-handling I always did before.
There's new collision types. I probably won't be using them in Her Majesty's Hackers, but they'll be very useful when I program any other game. Now, you can have things bounce or stick to each other when they impact. There are a few other options.
The new version allows collisions with particle effects, which could, again, be handy in any game which isn't this one. They also added some weird vector and 3D stuff, which I'll not be using, thankyouverymuch.
The new version allows for thrusters, which was always a slow workaround to implement in scripting. (The old version had constant force always related to the world, rather than the orientation of the sprite.) It also allows rotational offsets when mounting - you might remember I wrote a surprisingly long rant about how I had to work around the lack of that in the last version.
I have heard unconfirmed rumors that the newest version supports (gasp) the right mouse button! This would be a huge step up for me, as that was my biggest gripe about T2D.
The downside? It's got some interesting new bugs, apparently, and it's got more than twice the download size. About two and a half megs, just for the T2D part of it, let alone all the content. Kind of irritating, given that I programmed that whole puzzle game in less than half that in the earlier version.
Meh. I'll switch, see if it gets me anything good.
There's new collision types. I probably won't be using them in Her Majesty's Hackers, but they'll be very useful when I program any other game. Now, you can have things bounce or stick to each other when they impact. There are a few other options.
The new version allows collisions with particle effects, which could, again, be handy in any game which isn't this one. They also added some weird vector and 3D stuff, which I'll not be using, thankyouverymuch.
The new version allows for thrusters, which was always a slow workaround to implement in scripting. (The old version had constant force always related to the world, rather than the orientation of the sprite.) It also allows rotational offsets when mounting - you might remember I wrote a surprisingly long rant about how I had to work around the lack of that in the last version.
I have heard unconfirmed rumors that the newest version supports (gasp) the right mouse button! This would be a huge step up for me, as that was my biggest gripe about T2D.
The downside? It's got some interesting new bugs, apparently, and it's got more than twice the download size. About two and a half megs, just for the T2D part of it, let alone all the content. Kind of irritating, given that I programmed that whole puzzle game in less than half that in the earlier version.
Meh. I'll switch, see if it gets me anything good.
1 Comments:
So far, I like. Two megs of bloat worth of like? Hmmmm... that's tough...
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