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Newest updates:
5/8: New attachments and other items, bugfixes
4/20: Save to script feature added
3/11: A bunch more attachments; updated icons; inputs/outputs now have labels on mouseover
3/9: Frisbee, rocket attachment, and motor attachment added; 'Circuits' folder renamed 'Connectors', reorganized
3/4: Barrel behavior enhanced.


Here is what is essentially the beta version of IB2. I am releasing it under this different name just so it doesn't attract too much attention for the time being.

Notes:

--Press up/down/left/right to move camera, +/- to zoom in/out.

--About FIRE-- right now the only way to light things on fire is to select the Circle item and move its temperature slider past 200 degrees. It will then appear on the stage hot and on fire. It can, however, catch other objects on fire (if they are flammable) and more generally transfer its heat.

--About CIRCUITS--check out this video where I explain them and show what you can do... [link]

--(for script creators/editors) The built-in scripts (the ones whose ID's begin with '!' are automatically reset each time the game runs. To edit these items I'd suggest copying their scripts over to a new item and editing them from there. This way it will save correctly.

Any other questions, please ask! And all suggestions/comments are welcome--that's why I am posting this after all!

And if you really want to go above and beyond, I'd love to see user created weapons and other items made with scripting--if they are good enough I will include them in the final game for sure (along with proper credit of course, though unfortunately I have no ability to compensate script developers monetarily at this point).

If you have any questions about scripting please ask, although my best advice is to look at all the scripts of the built-in items to see how they work, maybe copy their scripts over to a new item and do some tweaking to see what can be done. Then if you are ready, try to tackle a new item.

At this point there is no help or official API reference, but the in-game autocompletion should be a big help for identifying the available functions. Feel free to ask me about any of them.
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:iconfirefly431:
firefly431 Featured By Owner Nov 23, 2010  Hobbyist Digital Artist
this is awesome! heres my calculator: (took me forever to do the RAM and Boolean Router)

exec

(set obj32 (new chips.Integers -341.00000381469727 -228.50000381469727 false "" 0 1 null 1 null null ))
(obj32._entity.message "setR" (new Array 0 ))

(set obj33 (new chips.Integers -235.00000476837158 -227.50000476837158 false "" 0 1 null 2 null null ))
(obj33._entity.message "setR" (new Array 0 ))

(set obj34 (new XYMousepad -132.00000286102295 -222.49999523162842 60 60 false -0.9374998211860657 -0.18750029802322388 ))
(obj34._entity.message "setR" (new Array 0 ))

(set obj35 (new chips.RAMChip -225 -100.49999713897705 false "RAM-1" 4 1 null 1 null null ))
(obj35._entity.message "setR" (new Array 0 ))

(set obj36 (new chips.TrueFalse -337.99999237060547 -169.50000286102295 false "" 0 1 null false null null ))
(obj36._entity.message "setR" (new Array 0 ))

(set obj37 (new chips.DuplicateChip -341.00000381469727 -126.50000095367432 false "" 1 2 null null null null ))
(obj37._entity.message "setR" (new Array 0 ))

(set obj38 (new chips.RoundChip -37.00000047683716 -228.50000381469727 false "Round" 1 1 null null null null ))
(obj38._entity.message "setR" (new Array 0 ))

(set obj40 (new chips.GTEChip -28.999999165534973 -138.50000381469727 false ">=" 2 1 null null null null ))
(obj40._entity.message "setR" (new Array 0 ))

(set obj41 (new chips.TrueFalse -262.00000762939453 -194.49999332427979 false "" 0 1 null false null null ))
(obj41._entity.message "setR" (new Array 0 ))

(set obj42 (new chips.AdditionChip -328.99998664855957 -20.50000011920929 false "Add(+)" 2 1 null null null null ))
(obj42._entity.message "setR" (new Array 0 ))

(set obj43 (new chips.SubtractionChip -198.99999618530273 53.499999046325684 false "Sub(-)" 2 1 null null null null ))
(obj43._entity.message "setR" (new Array 0 ))

(set obj44 (new chips.DuplicateChip -112.99999952316284 -85.49999713897705 false "" 1 2 null null null null ))
(obj44._entity.message "setR" (new Array 0 ))

(set obj45 (new chips.DuplicateChip -61.99999809265137 -61.499998569488525 false "" 1 2 null null null null ))
(obj45._entity.message "setR" (new Array 0 ))

(set obj46 (new chips.DuplicateChip 56.00000023841858 -133.4999942779541 false "" 1 2 null null null null ))
(obj46._entity.message "setR" (new Array 0 ))

(set obj50 (new chips.MultiplicationChip 253.00000190734863 -181.5000057220459 false "Mult(*)" 2 1 null null null null ))
(obj50._entity.message "setR" (new Array 0 ))

(set obj51 (new chips.MultiplicationChip 266.9999885559082 -109.50000286102295 false "Mult(*)" 2 1 null null null null ))
(obj51._entity.message "setR" (new Array 0 ))

(set obj52 (new chips.NOTGate 141.99999332427979 -156.50000095367432 false "NOT" 1 1 null null null null ))
(obj52._entity.message "setR" (new Array 0 ))

(set obj53 (new chips.TextDisplay 206.00000381469727 -40.50000071525574 false "-" 1 1 null null null null ))
(obj53._entity.message "setR" (new Array 0 ))

(set obj55 (new chips.BooleanRouter 42.999998331069946 24.49999988079071 false "Router" 3 2 null null null null ))
(obj55._entity.message "setR" (new Array 0 ))

(set obj56 (new chips.DuplicateChip -8.000000417232513 -188.49999904632568 false "" 1 2 null null null null ))
(obj56._entity.message "setR" (new Array 0 ))




(ib2.ibIOConnection.connectIOEntity obj35._entity 0 obj37._entity 0)

(ib2.ibIOConnection.connectIOEntity obj35._entity 1 obj34._entity 0)

(ib2.ibIOConnection.connectIOEntity obj35._entity 2 obj37._entity 1)

(ib2.ibIOConnection.connectIOEntity obj35._entity 3 obj38._entity 0)

(ib2.ibIOConnection.connectIOEntity obj37._entity 0 obj36._entity 0)

(ib2.ibIOConnection.connectIOEntity obj38._entity 0 obj34._entity 1)

(ib2.ibIOConnection.connectIOEntity obj40._entity 0 obj35._entity 0)

(ib2.ibIOConnection.connectIOEntity obj40._entity 1 obj41._entity 0)

(ib2.ibIOConnection.connectIOEntity obj42._entity 0 obj44._entity 0)

(ib2.ibIOConnection.connectIOEntity obj42._entity 1 obj45._entity 0)

(ib2.ibIOConnection.connectIOEntity obj43._entity 0 obj44._entity 1)

(ib2.ibIOConnection.connectIOEntity obj43._entity 1 obj45._entity 1)

(ib2.ibIOConnection.connectIOEntity obj44._entity 0 obj32._entity 0)

(ib2.ibIOConnection.connectIOEntity obj45._entity 0 obj33._entity 0)

(ib2.ibIOConnection.connectIOEntity obj46._entity 0 obj56._entity 0)

(ib2.ibIOConnection.connectIOEntity obj50._entity 0 obj46._entity 1)

(ib2.ibIOConnection.connectIOEntity obj50._entity 1 obj42._entity 0)

(ib2.ibIOConnection.connectIOEntity obj51._entity 0 obj52._entity 0)

(ib2.ibIOConnection.connectIOEntity obj51._entity 1 obj43._entity 0)

(ib2.ibIOConnection.connectIOEntity obj52._entity 0 obj46._entity 0)

(ib2.ibIOConnection.connectIOEntity obj53._entity 0 obj55._entity 0)

(ib2.ibIOConnection.connectIOEntity obj55._entity 0 obj56._entity 1)

(ib2.ibIOConnection.connectIOEntity obj55._entity 1 obj50._entity 0)

(ib2.ibIOConnection.connectIOEntity obj55._entity 2 obj51._entity 0)

(ib2.ibIOConnection.connectIOEntity obj56._entity 0 obj40._entity 0)
Reply
:iconshock-value:
shock-value Featured By Owner Nov 23, 2010
This is awesome! Haven't fully figured out how you have the memory thing with RAM set up though... what exactly does the XY-mousepad do? I can tell it is doing something but haven't figured out exactly what.

Also, I definitely am planning a detailed guide, I don't think it will be ready in time for release alongside the game next month though... Hopefully shortly afterward!
Reply
:iconsalem2111:
Salem2111 Featured By Owner Nov 21, 2010
how you zoom out?
Reply
:iconpyrokenises:
pyrokenises Featured By Owner Nov 20, 2010   Traditional Artist
how the work comin shock val
Reply
:iconshock-value:
shock-value Featured By Owner Nov 21, 2010
pretty good, should be on track for mid-december release
Reply
:iconpyrokenises:
pyrokenises Featured By Owner Nov 24, 2010   Traditional Artist
:D good i hope it starts at the top of the ranks
Reply
:iconnickolas3543:
Nickolas3543 Featured By Owner Oct 30, 2010
um lol WHERES THE BUDDY!
Reply
:iconawes132:
awes132 Featured By Owner Oct 30, 2010
Will the attachments work on the buddy?
Reply
:iconshock-value:
shock-value Featured By Owner Nov 1, 2010
Yep, the buddy's buddy is just like any other object and anything you can do to those objects can be done to each of the buddy's six body parts.
Reply
:iconcheese1121:
Cheese1121 Featured By Owner Oct 26, 2010
Man I'm really itching for Interactive Buddy 2 because I really need something to distract me from looming over LittleBigPlanet 2 news all the time.
Reply
:icongvonniev:
GVonnieV Featured By Owner Oct 20, 2010
Am I missing something or... Where exactly is my 'buddy'?
Reply
:iconluigirocks321:
luigirocks321 Featured By Owner Oct 22, 2010
This is a beta version so... no buddy unfortunately
Reply
:icongvonniev:
GVonnieV Featured By Owner Oct 22, 2010
Me=Lonely.
Reply
:iconluigirocks321:
luigirocks321 Featured By Owner Oct 13, 2010
So... do you have at least an estimate for the completion of the full game
Reply
:iconshock-value:
shock-value Featured By Owner Oct 13, 2010
It's pretty much done right now, but I am developing the mobile version to be released alongside it. I'm hoping to have both done by December.
Reply
:iconjpdude612:
JPdude612 Featured By Owner Nov 2, 2010  Hobbyist Digital Artist
A mobile version? On what systems/phones?

I have an iPod Touch and it would be awesome to have this on there!
Reply
:iconshock-value:
shock-value Featured By Owner Nov 2, 2010
iOS will probably be the first to get it
Reply
:iconjpdude612:
JPdude612 Featured By Owner Nov 2, 2010  Hobbyist Digital Artist
Epicness! Could you tell me when it comes out?
Reply
:iconshock-value:
shock-value Featured By Owner Nov 2, 2010
Well, I am aiming to have it done in 2010 but it might get pushed a bit into 2011 depending on whether I encounter any problems in development
Reply
:iconluigirocks321:
luigirocks321 Featured By Owner Oct 17, 2010
And how long till the mobile version is done?
Reply
:iconshock-value:
shock-value Featured By Owner Oct 17, 2010
Hopefully it'll be done in a month or so.
Reply
:iconilyxaa:
ilyxaa Featured By Owner Oct 12, 2010
Gimme help on scripts!
Reply
:iconsuomiapina:
suomiapina Featured By Owner Oct 5, 2010
Why is the shop empty?
Reply
:iconshock-value:
shock-value Featured By Owner Oct 5, 2010
It's filled to the brim in the full version. :) Just empty in the demo.
Reply
:iconthedudewithtude:
TheDudeWithTude Featured By Owner Oct 8, 2010
Full version? Give me this full version NAO.
Reply
:iconshock-value:
shock-value Featured By Owner Oct 8, 2010
Interactive Buddy 2 will be done and released this December if all goes to plan :)
Reply
:iconjoshinatorky:
Joshinatorky Featured By Owner Sep 29, 2010
Holy crap this is cool!
Dude Keep up the great work!
oh and you should totally submit this to Kongregate.com! :D
Reply
:iconjoshinatorky:
Joshinatorky Featured By Owner Sep 29, 2010
and newgrounds and all those other places, then when then Update it as you go :D
Reply
:icondhartje:
dhartje Featured By Owner Sep 25, 2010  Student Digital Artist
It amazing, but how do you draw walls?
Reply
:iconshock-value:
shock-value Featured By Owner Sep 26, 2010
Just click on the wall tool and click and drag in the world to place segments. There is currently no "continuous draw" wall tool right now though, if that's what you mean. You have to do it segment by segment. :(
Reply
:icondhartje:
dhartje Featured By Owner Sep 27, 2010  Student Digital Artist
Oh, ok. I got it.
Reply
:iconadamcw123:
adamcw123 Featured By Owner Sep 3, 2010
:O :D :P
Reply
:icondark-link1133:
Dark-Link1133 Featured By Owner Sep 2, 2010
how bout some string?

make a pully,, let the buddy try to survive from suicide by creator, of anything else
Reply
:iconpali66:
pali66 Featured By Owner Aug 31, 2010
I've seen someone who wanted a pause button so here it is :).
(There is a bug: When you have game paused, objects you create are invisible, so you must click STEP button.)

exec
(require "!uiWidgets")
(require "!gamePhysical")
(require "!events")

(copyBitmapToData (new utils.AssetManager.ICON_Hourglass) meta.icon)

(set pause (bound (exec
(set global.ui.gamespeed (- 1 global.ui.gamespeed))
)))

(set pause2 (bound (exec
(if (this.menuUse.isSelected) (set global.ui.gamespeed (- 1 global.ui.gamespeed)) )
)))

(set step (bound (exec
(set global.ui.gamespeed (- 1 global.ui.gamespeed))
(set this.switch true)
)))

(set frame (bound (exec
(if this.switch (exec
(set global.ui.gamespeed (- 1 global.ui.gamespeed))
(set this.switch false)
)
)
)))

(uiExpressOpen meta.panel)
(set button (new UIButton "Pause / Unpause" pause))
(set button (new UIButton "Step" step)) (uiNewLine)
(new UIMultilineLabel "(Bug: When paused, things what you create will be invisible. Use STEP button to show them.)")(uiNewLine)
(set menuUse:UICheckBox (new UICheckBox "Pause by clicking in menu"))(uiNewLine)
(new UIMultilineLabel "(When you select Pause in menu, it will Pause / Unpause Game)")(uiNewLine)
(uiExpressClose)

(listen meta.hook ListenEvents.ITEM_ACTIVATED pause2)
(listen meta.hook ListenEvents.STEP frame)
Reply
:iconshock-value:
shock-value Featured By Owner Sep 5, 2010
Wow nice job with this! I am glad to see someone making use of the scripting stuff. I wouldn't have thought to include a frame-step button. OK if I use some of your code in the game? (Hope it wasn't too hard to figure out without a guide or anything.)

Btw, in the updated, as-yet-unreleased version the objects will fade in even when the timescale is zero (in other words, there is a minimum fade-in amount per step regardless of timescale).
Reply
:iconpali66:
pali66 Featured By Owner Sep 12, 2010
Making this (or gravity change script) wasn't too hard, but when i tried to make my own object i was confused a bit. :) PS. You can use everything from my script.
Reply
:iconshock-value:
shock-value Featured By Owner Sep 12, 2010
Thanks!

Yeah right now there's really no help for doing that sort of thing (creating a new object type) so I can't imagine anyone would have an easy time figuring it out. Creating a completely new item from the ground up requires dealing with a lot of the low level, game-engine code. This is a process that even takes me, the author of it, quite a while and sometimes a lot of headaches as I have to refer back to the source code to see exactly wtf I was doing back when I coded the low-level stuff.

Let me know if you have any specific questions though.
Reply
:iconthesonicsword:
thesonicsword Featured By Owner Aug 20, 2010
Here's an epic idea.

A damn pause button.
Reply
:iconpokewolf2565:
pokewolf2565 Featured By Owner Aug 20, 2010
add more explosives :iconboomplz:
Reply
:iconthesonicsword:
thesonicsword Featured By Owner Aug 20, 2010
If move and select could be one item that would be awesome.
Reply
:iconpyrokenises:
pyrokenises Featured By Owner Aug 15, 2010   Traditional Artist
the wall fixture stoped working
Reply
:iconpyrokenises:
pyrokenises Featured By Owner Aug 15, 2010   Traditional Artist
never mind i left the invisible objects on
Reply
:iconbrandokid5:
Brandokid5 Featured By Owner Aug 9, 2010
cant wait for the full verison!!!
Reply
:iconkickguy223:
kickguy223 Featured By Owner Aug 8, 2010  Hobbyist General Artist
any one know a nuke barrule script
Reply
:iconpyrokenises:
pyrokenises Featured By Owner Aug 29, 2010   Traditional Artist
you could just add the mine script to the barrel script and if i am correct the mine and barrel will spawn in the same spot and the for you have a nuke UNLESS i am wrong
Reply
:iconkickguy223:
kickguy223 Featured By Owner Aug 8, 2010  Hobbyist General Artist
cant wait for full relese best game ive seen in my life keep it up
Reply
:iconnerdtno:
nerdtno Featured By Owner Aug 2, 2010
AHH!i cant figure it out!!!HELP!
Reply
:iconpyrokenises:
pyrokenises Featured By Owner Jul 28, 2010   Traditional Artist
non exploding grenade
exec

(copyBitmapToData (new utils.AssetManager.ICON_Grenade) meta.icon)


(set globalData.grenadeScript (script (

exec
(set callback (func ent pow (exec
(if (> pow 70) (this.entity.message "pointsSynergy" (new Array ent)))
)))
(set fun (bound (exec
(if (! this.dead) (exec
(set this.dead true)
(set pos:box2d.V2 (this.entity.data.body.GetPosition))
(pos.multiplyN ib2.ibUI.physicsScale)
(new Explosion pos.x pos.y 1 this.callback this.entity)
(this.entity.shutdown)
))
)))
(set pull (bound (exec (set this.entity.data.pinPulled true)(set this.entity.data.fuseListener (this.entity.request "timeListener" (new Array this.entity.data.ofuse this.fun.action 1))))))
(set listener (entity.registerListener "spawn" pull.action))
(set listener2 (entity.registerListener "spawn" fun.action))
)))

(set global.Grenade (bound x y r fuse (exec
(if (== r null) (set r 0))
(if (== fuse null) (set fuse 4))
(set this._entity (stage.newBlankEntity))
(this._entity.addModule (new ib2.ibCircle x y r 10 1 .2 .1))
(this._entity.addModule (new ib2.ibBodyHelperSet))
(this._entity.addModule (new ib2.ibFadeSet .1))
(set graph (new utils.AssetManager.SVG_Grenade))
(this._entity.addModule (new ib2.ibDisplayObjectDrawer graph -10 -10 (* 10 .005)))
(this._entity.message Messages.REDRAW_SPRITE)
(this._entity.message Messages.UPDATE_SPRITE)
(this._entity.addModule (new ib2.ibScriptComponent globalData.grenadeScript))
(this._entity.addModule (new ib2.ibTemperatureControl))

(set this._entity.data.ofuse fuse)
(set this._entity.data.scriptName (utils.getUniqueName))
(this._entity.manageListener "toScript" (func (exec
(set s (utils.formatSimpleConstructor
"Grenade"
(this.this._entity.request "getX")
(this.this._entity.request "getY")
(this.this._entity.request "getR")
(if (!= this.this._entity.data.fuseListener null)(- this.this._entity.data.ofuse this.this._entity.data.fuseListener.val.accrued) null)
))
(set out (+++ "(set " this.this._entity.data.scriptName " " s ")"))
(if this.this._entity.data.pinPulled (set out (+++ out "\n(" this.this._entity.data.scriptName ".pullPin)")))
(set out (+++ out "\n" (utils.specialStateConversion this.this._entity)))
out
)))

(PhysEntity.call this)
)))
(set global.Grenade.prototype (new PhysEntity))
(set global.Grenade.prototype.constructor Grenade)
(set global.Grenade.prototype.pullPin (bound (exec
(this._entity.message "pullPin")
)))

(set makeGrenade (bound x y xv yv (exec
(set gren:Grenade (new Grenade x y 0))
(gren.setXYVel xv yv)
(gren.pullPin)
gren._entity
)))
(set makeOutline (bound (exec
(set sprite (new flash.Sprite))
(sprite.graphics.beginFill 0xFFFFFF .2)
(sprite.graphics.drawCircle 0 0 10)
(sprite.graphics.endFill)
(new SimpleGraphic sprite)
)))
(new templates.AttachToMouse meta.hook makeOutline)
(new templates.Throw meta.hook makeGrenade 4)
(new templates.AddToGlobalGroupOnPurchase meta.hook "spawnFunctions" "Grenade" makeGrenade)
Reply
:iconshadowfox1112:
shadowfox1112 Featured By Owner Jul 28, 2010
This needs a tutorial because i have no clue what to do
Reply
:iconwickedchild777:
wickedchild777 Featured By Owner Jul 26, 2010  Hobbyist Artisan Crafter
awesome!!!
Reply
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Details

Submitted on
March 3, 2010
Image Size
3.4 MB
Resolution
960×540
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