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Release #5 Void Engine 1.2.0

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@GamingInfinite GamingInfinite released this 24 Dec 03:50
· 9 commits to master since this release

Hey Guys, I'm back with a new release.

The Main Attraction of this update is... Drumrooooollllll, CUSTOM STAGES!!!!

Man, that was a monster to code. It isn't even fully done, I haven't even started to implement Philly (Pico Stage) for the primary reason of, that god damn fucking train. I hate that train so god damn much. So I just skipped it for this update. There are 2 other stages that have extra components that aren't implemented, namely Limo and Halloween, and that's because they have events that A. happen at a 10% chance, and B. those events have a specific order that I'm not sure about how I would code. Well that's not true, I know precisely how I'd code fastCar, even the event is fully coded, I just haven't and debugging it right when I'm ready to release at least the preliminary build so people can start developing their own stages in the game isn't exactly optimal. All other vanilla stages are completely on JSON files now though, and as I stated previously, any stage that you can dream (that doesn't have random events or a god damn fucking train) can literally be created using a single JSON file. Check the vanilla JSON files for the format. Once I draft up the actual tutorial series for my YouTube I'll post a transcript of each episode on the Wiki here along with images, and follow along there. You can also join my discord through the main GitHub Page, and ask me questions there as well.

Oh yeah and also character icons are required to be specified in the character jsons, which allows for multiple "characters" sharing the same icon. For instance, different variations of bf (except pixel-bf) all have the bf icon.

I would like to bring this up as well, there was a bug that someone I was helping earlier with mod creation was crashing on the Story Menu Screen, with or without mods that added additional weeks. If anyone else encounters this please post about it in the Issues tab as it would help a lot. I'll include more debug log commands in the next release so that information can be gathered on where it broke. I'd like to note I do not encounter this bug on my end, which is why I need your help.