Releases: tweenko/tldr-engine
Release list
v2.3.0
Actor Sprite Overhaul & Console Additions (v2.3.0)
actor changes:
-
naming scheme for walking sprites was split into
_walk_{dir}and_idle_{dir}. old naming scheme is still supported, but discouraged. -
to showcase the new feature, added a new wind state example in
room_test_movement -
new
o_actorvariable calleds_idlethat contains the array of idle sprites for different directions. if a certain idle sprite is undefined, the first frame of the walk sprite will be used as an idle instead. -
new
o_actorvariable calleds_idle_ispdthat determines the image speed of the idle sprite (if defined) -
new
o_actorvariable calledtrack_footsteps. if true, the actor will call__stepmethod every other image index when moving -
o_actor's__stepmethod will now only be called if the actor is moving -
o_actoranimation system was changed to now be based ons_current_animationto allow idle sprites -
new enumerator created for the new animation system called
ACTOR_ANIMATIONS -
ralsei's
hatsprite state is finished, now his battle sprites are also dynamic -
ralsei has a new sprite state called
serious
console changes:
- added a new command that toggles mute bgm (via Tab+M)
- console commands are now made via constructors in the
consolescript - help command now shows up in-game
misc changes:
o_ow_debug_interactable's name moved to variable definitions
v2.2.2
Console Changes & ReviveSong Fix (v2.2.2)
by @tweenko
IDE Version: v2026.0.0.16
Runtime Version: v2026.0.0.23
- added a Max TP command (Tab+T)
- moved border setting in config menu to option 4 to be accurate to DR
- fixed revivesong not being displayed correctly when camera is not at 0,0
- renamed console commands for clarity
Change order of operations for can_preform and make check callable (#46)
by @zelzmiy
- Change order of operations for
can_preformand make check callable
v2.2.1
v2.2.1
by @tweenko
IDE Version: v2026.0.0.16
Runtime Version: v2026.0.0.23
- added an infinity room example
trigger changes: - triggers now have a new variable called
can_trigger. self-explanatory
Runner_N65AUWKHoT.1.mp4
v2.2.0
v2.2.0
by @tweenko
IDE Version: v2026.0.0.16
Runtime Version: v2026.0.0.23
actor changes:
- overhauled the actor following system for better flexibility in preperation for adding the platforming gimmick
- actors now have a
follow_targetvariable. self-explanatory - actors now have a
record_targetsvariable that acts as an array of structs of targets - record targets use new
record_targetconstructors that are defined ino_actor - record targets are added to the
record_targetsarray in user event 1 ofo_actor - actors now have a new variables
queued_sprite,queued_sprite_indexandqueued_sprite_speedthat will be played once the current animation is ended; once they've been played, they'll be reset - interpolation functions were adjusted to fit the new following system
item changes:
- item structs'
usemethod now properly usese_pmselectioninstead ofglobal.party_names[e_pmselection]when equipped - made certain argument names clearer
unequippedmethod now has a new argument calledtarget_index- item structs now have new
applyanddeapplymethods that are called when the item is applied and deapplied respectively - new item
item_a_scarletbadgenow acts as an example of theapplyanddeapplymethods and has a fun side-effect
save system changes:
SAVE_PRETTIFYis nowtrueby default. doesn't affect you whatsoever unless you turn offSAVE_ENCODE- if a struct has a
__constructablehash in it and it is equal tofalse, the struct will NOT be treated as a constructable when saving, even if it is an instance of another struct; instead, the struct will be treated like any other
misc changes:
draw_get_index_loopedwas renamed todraw_get_subimgas a less awkward name- the new
increment_towardsnow works as intended, clamping the variable once it's reached the target
v2.1.0
v2.1.0 Changelog
by @tweenko
IDE Version: v2026.0.0.16
Runtime Version: v2026.0.0.23
inventory changes:
- added susie's scythemare
- added ralsei's revivesong
- spell localization was restructured to be the same as other item type localization
- spells now have new "highlight" hashes:
highlight_button_targetandhighlight_buttonthat can be used to automate highlighting encounter buttons - spells now have a new hash called
mercyspell_condition- a callable function that returns whether an enemy struct (argument 0) can be spared using this spell. only for spells that can spare enemies - restructured all spells to have proper structure
choicer changes:
- added a new looping choicer example
- choicers now allow undefined values that cannot be selected
text_typer_choicehas a new optional argument_can_selectthat determines whether this option can be selected- choicer positions are now accurate to DELTARUNE, as of chapter 5
save system changes:
- the save system was rewritten to avoid useless methods and have a new, universal system of converting to a saveable format
- save system has a new macro called
SAVE_PRETTIFY. if set to true, the save file will be more organized if not encoded. useful for debugging - the new functions,
save_import_variableandsave_export_variableconvert any type of variable into a saveable type by making constructables out of structs and looping through all elements of a given data structure - all save entries were re-defined to fit the new system
- save_entry's
_export_methodwas renamed to_extract_methodto better show that it's used for getting the variable and not save it _convert_methodis now no longer an argument as it was replaced to always usesave_export_variable
misc changes:
enc_enemy_isfightingrenamed toenc_enemy_is_fighting- implemented hurt icons in-battle
party_geticon->party_get_iconparty_geticon_hurt->party_get_icon_hurtparty_geticon_ow->party_get_icon_ow- party sprites have a new folder called "poses" that contains specific poses
- new custom draw script called
draw_cone - adjust encounter draw code for better accuracy to base DR
- remove encounter menu SFX where there aren’t any in base DR
- down party members will now be still highlighted in menus
v2.0.0
Choicers, Inventory & Accuracy (v2.0.0)
by @tweenko
menu changes:
- equipping items is now 100% accurate to deltarune instead of using a modernized "simplified" version
climbing changes:
- you can now disable outline drawing on target jump tiles in climbing sections in their object variables using
o_dev_climb_tile'sdisplay_outline - falling off as a leader during the climbing section now properly resets variables
encounter changes:
- for every new turn object the
debuffvariable ofo_turngets higher by 1 - encounter button positions are now perfectly accurate with DR
o_turnhas a new variableassign_unique_patternsthat determines whether all patterns should be assigned uniquely if possible
dialogue changes:
- added new constructor
text_typer_choiceresponsible for creating text typer choices with arguments likecolor,select_color,x_offandy_off - new function
text_typer_choicerthat creates a choicer - new choicers example in the main test room
- new cutscene event
cutscene_choicer. self explanatory
misc changes:
- fixed
onscreento function correctly - it now accounts for tolerance specified in the function - game over screens now also capture the TP bar for perfect freeze-frames
o_actor's__stepmethod is called on every walk frame change now- added a new function
variable_callable_to_valuethat converts a possibly callable method into a solid value - implemented said function where possible
- changed most
is_callablecalls tois_methodfor correct usage - fixed bug with sliding not resetting an actor's variables properly after leaving it leading to visual bugs when sliding in the same room twice
- dodge triggers can now be stacked on top of each other without bugs
- unique turns are now assigned correctly
- fixed a bug with the save system
- shops now use a correct scrollbar to be accurate to DELTARUNE
v1.13.3+1
Accuracy Improvements 3: Bugfixes & Cleanup (v1.13.3)
by @tweenko
encounter changes:
- act enemy selection now returns to the button selection instead of the enemy selection
- clicking the item button in an encounter with no items now plays
snd_ui_selectinstead ofsnd_ui_cant_selectfor better deltarune accuracy - adjusted the battle (damage) messages animations further
- a miss' color will now be dependent on the party member that missed the attack
- added the special action mode to enemy selector
- added an example of a special action for killer car
- added actual support for custom party actions
misc chnages:
- added support for border animation being instant and having configurable border crossfade animation length
- switching borders will now be instant
- you can no longer enter a climbing state when not moveable
- fixed second sanctuary fog
- you can now interact with items from further away (15 pixels) for better DR accuracy
- window size is now accurate to DR
v1.13.2+1
Accuracy Improvements 2: Electric Boogaloo (v1.13.2+1)
damage display tweaks:
- changed damage animation to be more accurate
- removed align from the damage display entirely
- improved the damage writer's ability to stretch
misc changes:
- implemented pity spare percentage turning enemies yellow
v1.13.2
Accuracy Improvements (v1.13.2)
by @tweenko, @ReiRingo and @krisgrant
climbing tweaks: (by @ReiRingo)
- implemented dash boosting (the climbing dash now applies an instantaneous forward boost when acting as the leader. this fixes the static post-dash speed issue from the previous build)
- cleaned up
o_dev_climb_controller
LW menu tweaks: (by @krisgrant)
- changed the logic behind when
snd_ui_moveis played - changed how option selections function
- removed
snd_ui_cant_selectwhen pressing select on the item option if it's disabled - changed how having no phone numbers is handled
- read explanations here (#39)
running changes: (by @tweenko)
- change base LW speed to 3 for better accuracy
- removed run speed due to the way deltarune handles it
- changed run speed logic to accumulate like in deltarune instead of increasing by 0.2 every frame
v1.13.1+2
Bullet Improvements (v1.13.1+2)
by @tweenko
- change grazing behavior completely to be more accurate to DR (i call it "lingering" grazing)
- added enum BULLET_COLOR which contains three options: SOLID, BLUE and ORANGE
- adjusted grazing points for bullets
- implemented individual time points system for bullets
- added comments in
o_enc_bulletto better explain all variables