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Releases: tweenko/tldr-engine

v2.3.0

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@tweenko tweenko released this 19 Jul 19:34
f7ec2e8

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_actor variable called s_idle that 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_actor variable called s_idle_ispd that determines the image speed of the idle sprite (if defined)

  • new o_actor variable called track_footsteps. if true, the actor will call __step method every other image index when moving

  • o_actor's __step method will now only be called if the actor is moving

  • o_actor animation system was changed to now be based on s_current_animation to allow idle sprites

  • new enumerator created for the new animation system called ACTOR_ANIMATIONS

  • ralsei's hat sprite 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 console script
  • help command now shows up in-game

misc changes:

  • o_ow_debug_interactable's name moved to variable definitions

v2.2.2

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@tweenko tweenko released this 13 Jul 21:08

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_preform and make check callable

v2.2.1

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@tweenko tweenko released this 07 Jul 19:45

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

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@tweenko tweenko released this 07 Jul 17:41
d3defda

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_target variable. self-explanatory
  • actors now have a record_targets variable that acts as an array of structs of targets
  • record targets use new record_target constructors that are defined in o_actor
  • record targets are added to the record_targets array in user event 1 of o_actor
  • actors now have a new variables queued_sprite, queued_sprite_index and queued_sprite_speed that 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' use method now properly uses e_pmselection instead of global.party_names[e_pmselection] when equipped
  • made certain argument names clearer
  • unequipped method now has a new argument called target_index
  • item structs now have new apply and deapply methods that are called when the item is applied and deapplied respectively
  • new item item_a_scarletbadge now acts as an example of the apply and deapply methods and has a fun side-effect

save system changes:

  • SAVE_PRETTIFY is now true by default. doesn't affect you whatsoever unless you turn off SAVE_ENCODE
  • if a struct has a __constructable hash in it and it is equal to false, 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_looped was renamed to draw_get_subimg as a less awkward name
  • the new increment_towards now works as intended, clamping the variable once it's reached the target

v2.1.0

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@tweenko tweenko released this 02 Jul 06:55

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_target and highlight_button that 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_choice has a new optional argument _can_select that 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_variable and save_export_variable convert 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_method was renamed to _extract_method to better show that it's used for getting the variable and not save it
  • _convert_method is now no longer an argument as it was replaced to always use save_export_variable

misc changes:

  • enc_enemy_isfighting renamed to enc_enemy_is_fighting
  • implemented hurt icons in-battle
  • party_geticon -> party_get_icon
  • party_geticon_hurt -> party_get_icon_hurt
  • party_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

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@tweenko tweenko released this 27 Jun 10:42
268e945

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's display_outline
  • falling off as a leader during the climbing section now properly resets variables

encounter changes:

  • for every new turn object the debuff variable of o_turn gets higher by 1
  • encounter button positions are now perfectly accurate with DR
  • o_turn has a new variable assign_unique_patterns that determines whether all patterns should be assigned uniquely if possible

dialogue changes:

  • added new constructor text_typer_choice responsible for creating text typer choices with arguments like color, select_color, x_off and y_off
  • new function text_typer_choicer that creates a choicer
  • new choicers example in the main test room
  • new cutscene event cutscene_choicer. self explanatory

misc changes:

  • fixed onscreen to 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 __step method is called on every walk frame change now
  • added a new function variable_callable_to_value that converts a possibly callable method into a solid value
  • implemented said function where possible
  • changed most is_callable calls to is_method for 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

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@tweenko tweenko released this 13 Jun 06:44

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_select instead of snd_ui_cant_select for 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

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@tweenko tweenko released this 12 Jun 09:34

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

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@tweenko tweenko released this 11 Jun 17:05

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_move is played
  • changed how option selections function
  • removed snd_ui_cant_select when 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

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@tweenko tweenko released this 10 Jun 20:38

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_bullet to better explain all variables