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Messages - CraigStern

Pages: [1] 2 3 ... 234
1
??? / Re: A new engine!
« on: Today at 02:40:55 PM »
-- finished writing unique victory barks for the entire cast of Telepath Tactics characters.

2
??? / Re: A new engine!
« on: Today at 12:26:11 PM »
-- the game now supports specific, custom portraits cobbled together from the pieces used in procedurally generated portraits for characters in PremadeUnits.xml.

To use this feature, write Custom: in the character's portrait="" attribute within PremadeUnits.xml, followed by the following (each delimited by a forward slash):
  • Species,speciesName -- Human, Spirit, Lissit, Spriggat, Shadowling, or Golem.
  • Gender,genderName -- for golems, use Bronze Golem or Stone Golem here for genderName.
  • Class,className -- use the unpromoted version of the character's class here, even if the character is promoted!
  • SkinPalette,paletteNumber -- for humans: 0 - light-skinned , 1 - medium complexion , 2 - dark skinned , 3 - extremely pale.
  • EyePalette,paletteNumber -- for humans: 0 - green eyes , 1 - dark brown eyes , 2 - brown eyes , 3 - blue eyes , 4 - amber eyes.
  • HairPalette,paletteNumber -- for humans: 0 - brown hair , 1 - black hair , 2 - red hair , 3 - blond hair , 4 - auburn hair , 5 - dark brown hair , 6 - straw-colored hair , 7 - gray hair.
  • Head,headShape -- headShape = 1-9 for humans or spirits; 1-12 for lissit; 1-8 for spriggats; or 1-3 for golems. For shadowlings, headShape must always be 1.
  • HairHorns,hairType(xPosition_yPosition_scale) -- hairType = 1-12 for male humans; 1-15 for female humans; 1-6 for spirits; 1-12 for lissit (these define the character's spines); 1-15 for spriggats (this determines the shape of one of the character's horns); or smokeplume1-12 for shadowlings (this determines the character's plume shape). Leave everything after the comma blank if a golem.
  • HairHorns2,hairType(xPosition_yPosition_scale) -- leave everything after the comma blank if not a spriggat or a shadowling with horns! If a spriggat, it is recommended that you use the same hairType as you did with HairHorns above, though the positioning will be different, as this is the horn on the other side of the head. If a shadowling, hairType here determines what horn(s) they have, using 1-15.
  • EyeL,eyeXL(xPosition_yPosition_scale) -- X = 1-6 for humans or spirits; 1-7 for spriggats; 1-12 for shadowlings. Leave blank after the comma if lissit--the left eye is never visible in lissit portraits--or if a golem (golems have only one eye)!
  • EyeR,eyeXR(xPosition_yPosition_scale) -- X = 1-6 for humans or spirits; 1-12 for lissit; 1-7 for spriggats; 1-12 for shadowlings; 1-9 for stone golems, and 1-4 for bronze golems.
  • Nose,noseX(xPosition_yPosition_scale) -- X = 1-10 for humans; 1-7 for spirits; for spriggats, this is always 1. For shadowlings, this stores the shadowling's hand pose: use hands1-16. Leave blank after the comma if lissit or golem.
  • Mouth,mouthX(xPosition_yPosition_scale) -- X = 1-8 for humans; 1-8 for female spirits; 1-12 for male spirits; 1-8 for lissit (determining snout shape as well); 1-7 for spriggats; 1-16 for shadowlings; or 1-3 for stone golems. Leave blank after the comma for Bronze golems, as they do not have mouths.

Example 1: this would produce a human female clad in Cryokineticist's garb, with light skin, green eyes, strawberry blond hair, a Roman nose, and close-cut hair:

Quote
portrait="Custom:Species,Human/Gender,Female/Class,Cryokineticist/SkinPalette,0/EyePalette,0/HairPalette,6/Head,head3/HairHorns,9(0_150_1.0)/HairHorns2,/EyeL,eye4L(-51.5_72.0_1.1)/EyeR,eye4R(-19.0_74.5_1.0)/Nose,nose9(-35.0_55.0_0.96)/Mouth,mouth5(-32.0_35.0_1.0)"

Example 2: this one would produce a shadowling cryokineticist with your standard shadowling eye shape, a comet-tail-shaped plume, a "tented fingers" hand position, a fanged mouth, and largely horizontal curved horns:

Quote
portrait="Custom:Species,Shadowling/Gender,Female/Class,Cryokineticist/SkinPalette,0/EyePalette,0/HairPalette,0/Head,head1/HairHorns,smokeplume9(0_150_1.0)/HairHorns2,horns7(24.0_132.0_1.1)/EyeL,eye1L(-42.0_55.0_1.3)/EyeR,eye1R(12.0_55.0_1.3)/Nose,hands6(0_40.0_1.1)/Mouth,mouth2(-10.0_22.0_2.0)"

(Note that the appropriate positioning and scaling for the eyes, nose, and mouth differs by taste and by head shape even within the same gender and species, so you'll need to experiment with these!)

3
??? / Re: A new engine!
« on: Today at 08:48:06 AM »
-- generated units created on the fly in battle using Generate: can now have a specified gender, in much the same way as one created using the GenerateUnit action. (As with GenerateUnit, gender is an optional parameter occurring right after name--see below.)

-- in addition to Generate:, battles now support Unique:, which generates a fully realized character with its own personality, dialogue, and a unique portrait instead of just making a generic. Following Unique:, the parameters (delimited by a forward slash) are: class, name (use a | to delimit first and last), gender, faction name, and level range. (Any of the first 3 parameters may be left blank if you want the game to randomly select something on its own.)

This, e.g., will create a male cavalier named "Balibar Momerath" at either level 1 or level 2:

Quote
<Unit>0,2,Unique:Cavalier/Balibar|Momerath/Male/The Green Alliance/1-2,2,7,Down,None</Unit>

-- the GenerateUnit action now has a companion action called GenerateUnique; this generates a fully realized character with personality, dialogue, and a unique portrait instead of just a generic unit.

-- created an alternate algorithm for generating a character's stat growths when the character is created with a specified class. (The ordinary algorithm defines stat growths based on species, and only then picks an appropriate class.)

4
??? / Re: A new engine!
« on: Yesterday at 02:25:02 PM »
-- integrated the new generic enemy portraits into the game. The game now uses generic portraits for units it generates on the fly during a battle.

5
??? / Re: A new engine!
« on: April 23, 2018, 02:36:39 PM »
-- received finished "generic enemy" portraits (as distinct from unique unit portraits or procedurally generated portraits).

-- rewrote the process for generating character stat growths so as to produce more balanced generated characters with less divergence between them in terms of how powerful they are. This should, ideally, prevent players from recruiting total duds.

6
??? / Re: A new engine!
« on: April 20, 2018, 03:00:46 PM »
-- wrote a few new dialogue variations.

-- fixed a few typos in dialogue.

-- fixed a bug in which characters could initiate non-Greeting dialogue with golems.

-- fixed a bug in which golem energy and morale could be altered by group activities or nighttime events (like running out of food).

-- golems are now always generated with morale at 0.

-- fixed a bug in which the game wouldn't palette-swap golem portraits with the correct army colors.

7
??? / Re: A new engine!
« on: April 19, 2018, 03:36:58 PM »
-- changed the code so that unique characters can be given the "Loyal" tag to ensure they never desert from low morale, regardless of personality.

-- fixed a typo that was causing the image for bronze throwing axes to not load.

-- fixed a compression issue affecting the way mentalist sprites were displayed in battle.

-- fixed an issue with duplicate line culling that was causing certain characters to be generated without the requisite number of greetings and responses, leading to crashes during nighttime dialogue.

8
??? / Re: A new engine!
« on: April 18, 2018, 02:18:00 PM »
-- wrote new greeting dialogue for characters with the Narcissistic and Sensitive personality traits.

-- gave artist feedback and writer feedback.

9
??? / Re: A new engine!
« on: April 17, 2018, 03:40:15 PM »
-- wrote new greeting dialogue for characters with the Sensitive personality trait.

-- gave artist feedback and writer feedback.

10
True Messiah / Re: SUCCESS!
« on: April 17, 2018, 01:16:57 PM »
Thank you! :)

11
??? / Re: A new engine!
« on: April 16, 2018, 03:23:14 PM »
-- wrote new Drink Beer, Tell Story, and Volunteer variations for nighttime activities.

12
True Messiah / SUCCESS!
« on: April 15, 2018, 05:45:19 AM »
The Kickstarter campaign is now over, and I'm pleased to announce that we've been successfully funded!

Next steps are discussed here, if you're curious. :)

13
True Messiah / Re: The Kickstarter is live!
« on: April 13, 2018, 12:39:08 PM »
We successfully funded today on the 15-day relaunch! (Which is good, because this is Day 15!)

If you've been at all interested in getting True Messiah, now's the time--the campaign ends in just about 5 hours!

14
??? / Re: A new engine!
« on: April 11, 2018, 02:52:37 PM »
-- wrote new greeting dialogue for characters with the Loyal personality trait.

15
??? / Re: A new engine!
« on: April 10, 2018, 04:05:15 PM »
-- wrote more Greeting dialogue / variations.

-- fixed a bug in which the game could freeze when trying to parse a blank greeting.

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