Showing posts with label update. Show all posts
Showing posts with label update. Show all posts

Sunday, December 7, 2008

Ninja HUD 2.0 released


Here is a list of changes in the new version:

* Total running scripts down to 5 from 27 or something crazy like that.
* New button texture theme is easier on the eyes than the previous themes.
* Scripts compiled and running in Mono.
* New distraction objects added to the Escape gadget.
* Sky walking cloud total particle count reduced with the same overall visual effect.
* Shuriken and kunai can now be used at the same time or independently.
* Foot trap now rezzes at the user's feet instead of behind them.
* Caltrops rewritten to slow down any who enter with pushes instead of objects (that were not working in 1.6).
* Sounds added to menu.
* Limitation on how many caltrops that could be active has been removed.
* New option to switch between three menu sizes.
* New gadget "Disappear" added.
* New option to enable/disable automatic Skywalking after using the Escape gadget.
* Entire HUD can now collapse to keep HUD space uncluttered if preferred.

Tuesday, June 17, 2008

Eyana's Ninja Hud version 1.6 >.>

Ninja Hud 1.6 is now released after having several reports of some weirdness in one of the scripts, basically caused by a typo.
Ninja HUD version 1.5 released! Here's the changes:

Eyana's Ninja HUD version 1.5
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Released: 17 June 2008

Particles:
* By request, a blood particle toggle has been added to projectile options.
* Particle textures should remain preloaded and hopefully prevent the annoying gray blocks of particles that the SL Client will show before the texture rezzes. In high lag situations this may still occur.

Grappling hook tweaked to finally make up for changes applied by the Havok4 release:
* Long distance grapples should now work smoothly again.
* The speed to get to the grappling target has been slightly increased.
* Logging out, crashing, or changing regions while grappling will no longer cause spastic grappling hook behavior.

Smoke bomb escape / Teleport to camera position:
* Long distance movement should now work smoothly again.
* The speed to reach the target has been increased.
* The old platforms that were rezzed after movement have been replaced by sky walking. Using this gadget will automatically turn on sky walking after the movement has completed.

Projectiles:
* Kunai, shuriken, and grappling hooks should now be less "bouncy" after colliding with something. However, if the projectile speed is on Fast or Very Fast this might occur.

Saturday, April 5, 2008

Eyana's Ninja HUD version 1.4

I have an update for the Ninja HUD available (finally!). Included in this update are some bug fixes, a new layout and icon style for the HUD to make it more intuitive and take up less screen space, and also a Sky Walking gadget was added.

Unfortunately I cannot get in-world to finish testing the update server and update all my single prim vendors because LL has disabled logins:

"Resident logins have been disabled until our toplevel routing issues have been resolved.

We deeply regret the inconvenience, and we’ll keep you posted."

I'll update this post with a list of bug fixes as soon as I can get in-world and access my notes.

Monday, February 4, 2008

Update: Eyana's Commission Vendors

Earlier this evening I updated my affiliate/commission vendor script. There won't be too many noticeable changes for those people using the vendor. Most of the changes are back-end things to better manage vendor tracking for auto-updates. The previous version had no way of knowing which vendors were removed or deleted from the grid. That oversight made it difficult for the updating script to work efficiently because people have had the tendency to rez all the sizes of the vendors and then remove the ones they didn't want.

Anyway, the old vendors should have a message saying that there is a new version available. The new vendors can be purchased for L$1 through the old vendors, or just pop by the main shop to grab them, or just ask me to send them to you. The L$1 fee through the old commission vendor to get the new one is another oversight in the original script where it would not allow any L$0 sales.

Saturday, November 3, 2007

Eyana's Ninja Hud 1.3 released

Version 1.3 is released to address a few bugs and add a new button.

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New to the HUD:

Options button added to projectiles menu to allow varying the speed of kunai, shuriken, and hook. (The projectile speed was too slow to be registered by a few combat systems.)

Bug Fixes & Revisions:

Some scripts combined to eliminate unecessary extra scripts.
Dust cloud no longer automatically active when first rezzed.
Permissions inefficiency and weirdness with jump assist and projectiles addressed.
Jump assist calculations now take avatar mass into account properly.
Shurikens should successfully collide more consistently.

Wednesday, August 22, 2007

Dashing and Double Taps

Projects have been coming along the past few weeks until yesterday when I started and finished the basic working bits of a new project. I made a dashing system. It is somewhat similar to dashing and dodging found on SL already in other combat systems, so it's not an original idea.

I started doing this to finally figure out how to detect double taps without needing to use complicated timers. Currently, I have the double tap detection function with a maximum of a half second delay between button pushes. Originally I had it at two-tenths of a second, but after handing a test version to someone it was apparent that would be a bit too fast for some people. I may, or may not add a customizable option for the delay speed so people can set their own preference.

The only thing it truly needs right now is a limit. Right now it can be used infinitely which—although it's really fun!—is not exactly fair and balanced for use in certain combat systems.

It works in mouselook mode and the default third person camera mode, but it is designed with the mouselook mode user in mind. Dashes are done on a horizontal plane while on the ground, but if the person using it is in the air then they can dash at any angle. This seems like it could be a lot of fun for sword- and gun-play.

Not only do I plan to include this with my swords (when I finally finish making animations—ugh!), but I am going to package it with any guns I make. There is a chance it will be added to the Ninja HUD, but I'm somewhat worried about including it in something that does not attach to a standard weapon spot such as the Right Hand attachment spot for most swords and guns. The reason behind this is that it could be misused as a sort of cheat while sparring with any combat system that has a similar dash or dodge capability. I tested with one of my C:SI swords and sometimes would get a C:SI dash and sometimes my own and sometimes both. It would be pretty obvious if someone was using this in combat: the sound is different and the movement speed is different, as well as the distance traveled (I think).

I have a few more ideas that I may try to get working if I can figure out the mathematics involved. Math is by no means my area of expertise. I'm more into classical rhetoric than crazy math. The ideas I have that I want to do are definitely beyond my current understanding and I don't know if there will be an easy way to cheat through it by guesswork. Then again, while I worked on the dash script I was nearly pulling my hair out from attempting something so overly-complicated and unnecessary when there was a much, much simpler way to approach the whole thing.

Actually, now that I've typed all that mess about not being able to figure out how to do what I want I think I have a half-baked idea on how to do it. I'll have to try later tonight.

On a side note, some of the gadgets from the Ninja HUD will be available for sale singly, possibly with more features and options. Namely, the Water Walking gadget and Smoke Bomb Escape will be made separately.

I think I will make a double tap detection template script for my LSLWiki page.

Friday, June 8, 2007

Friday, May 25, 2007

New Stuff on the Way

I haven't updated in a bit, but I want to post saying that there are a couple new things on the way. Expect to see more sci-fi type guns and blasters soon, as well as a few new avatars and gadget toys.

Also, the store underwent serious remodeling, so check it out if you haven't seen the new building.

Saturday, April 28, 2007

Grappling Hook Price Cut

I decided 650 was just too high, so I dropped it to 450.