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Argent Forge 1.1.2
Argent Forge 1.1.2
The sprite preview: what it plays, and how true it plays it.
Playing states
- Hold SHIFT and the preview plays the states you selected as one animation, instead of only the
block under the mouse. Pick a run of state lines and the loop runs across all of them, each held
for the tics its own line asks for. Settings > Actor Constructor > Play across a 'goto' instead of stoppinglets that animation
follow the jump: a run that ends inGoto ReadyKnifecarries on insideReadyKniferather than
turning over the same three frames. It follows up to sixteen jumps and stops when a chain comes
back to a state it already showed, so a circular script can't spin the popup forever.- The name under the picture says which state it belongs to,
FireExtRight: 7UNGZ0, so the moment
the animation crosses into another state is visible rather than guessed. There's a setting to have
the bare picture name back.
Corrected
- Frame lengths are counted against the game clock now. Each frame used to start when the timer got
round to it, which added a few milliseconds every frame and left a long animation running further
and further behind the speed the script asks for. - Two Actor Constructor settings,
Playback speedandFrame to write in front of it, came up
empty on opening and then wrote their default over your saved value as soon as you pressed OK.
Both show what's stored now. - From upstream SLADE: the gradient dialog has a button to swap its two colours.
Get it
argentforge_1.1.2_win64_portable.zip below: unpack anywhere and run ArgentForge.exe. It keeps its
own settings folder, so an existing SLADE install is untouched, and
Settings > Extra Features > Import SLADE Settings pulls an old configuration across once.