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Master into feature somehow??? (#32)
Changes: * Engine: * Added support for an optional fullscreen mode without any blurriness! (Done by @Windblade-GR01) * You can now properly use Alt+Enter as well as F4 for fullscreen. * Mod Select screen: * Added an Options sub-menu to replace the 4 buttons on the bottom of the mod select screen * Option preferences (safe mode, retro mode and fullscreen mode) will now be saved as AlMighty Globals, so you won't have to set them every time! * Sprite Objects: * `Sprite.SetAnimation` now takes an optional third argument, that will let you avoid copying and pasting the same folder path for every sprite * `Sprite.currenttime` and `Sprite.totaltime` have been added, and they function the same as `NewAudio.GetPlayTime`/`NewAudio.SetPlayTime` and `NewAudio.GetTotalTime` * Mods: * arenasize can now be used to set the size of the arena during ENEMYDIALOGUE * The state NONE has been returned to its original form as a state. Instead, you can pause the game by calling `State("PAUSE")`! (PAUSE is not a real state) Fixes: * Engine: * Made it even less likely for the Misc object to select the wrong window instead of CYF * Attempted to fix "Mods folder not found" for Mac when the Mods folder is clearly there! * Player: * You can now use Player.Hurt(0, 0) to stop the player's invincibility frames silently * Text Objects: * Fixed text object positions for good (we thought we had it last time, but now we're sure of it! We've tested it everywhere!) * Sprite Objects: * Fixed `Sprite.currentframe` choosing the wrong frame index when being set * Fixed using `Sprite.animcomplete` on an active sprite with the "ONESHOTEMPTY" loop mode causing the animation to advance twice in a frame * Waves: * Fixed not being able to move the Player on the first frame of a wave * Overworld: * Fixed a major bug with the overworld where maps could sometimes load information from the wrong scenes. You will need to delete your save
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