I don't think I'll have another build uploaded this weekend. Maybe, I can try to get one in next weekend. I haven't had much time to work on the code, but I have been able to at least plan out what I'm going to do.
I haven't had a chance to test all, or any, collision-vs-collision types, but they are implemented. I've been planning a very basic in-game tool that allows you to edit, save, and load character data. For the next build, I'm working to get a basic collision mask authoring tool. It allows you to create the attack/def/hurt/grab collision masks on a per move basis. You will be able to pause the game, select a loaded character in battle, select the action + subaction (an attack/move) to edit, and then place collision masks. There will also be controls to manually select the collision mask and make edits.
The in game editor is more of a hybrid between a normal windows form/app/program/..window and an in-game editor overlay.. thing. The ingame overlay will be mostly for visual feedback of the current collision mask that is being created, along with the existing masks. The side editor will be a basic windows form that has controls to allow for hand editing of specific properties.
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Maybe I'll also add in the ability to mark when to play sfx and gfx during a move. That's a lot easier to do in-game than editing a script. You guys don't have the tools to add in your own gfx, but you can easily add in sfx. I'll explain more later if I do so.
I haven't had a chance to test all, or any, collision-vs-collision types, but they are implemented. I've been planning a very basic in-game tool that allows you to edit, save, and load character data. For the next build, I'm working to get a basic collision mask authoring tool. It allows you to create the attack/def/hurt/grab collision masks on a per move basis. You will be able to pause the game, select a loaded character in battle, select the action + subaction (an attack/move) to edit, and then place collision masks. There will also be controls to manually select the collision mask and make edits.
The in game editor is more of a hybrid between a normal windows form/app/program/..window and an in-game editor overlay.. thing. The ingame overlay will be mostly for visual feedback of the current collision mask that is being created, along with the existing masks. The side editor will be a basic windows form that has controls to allow for hand editing of specific properties.
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Maybe I'll also add in the ability to mark when to play sfx and gfx during a move. That's a lot easier to do in-game than editing a script. You guys don't have the tools to add in your own gfx, but you can easily add in sfx. I'll explain more later if I do so.