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Messages - CraigStern

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1
??? / Re: A new engine!
« on: Yesterday at 03:29:23 PM »
-- fixed an error caused by a previous fix to the way the game handles Stunned status for AI characters.

-- fixed a null error that could show up on rare occasions during the proc gen recruitable character generation process.

-- fixed: the game would hang after concluding a character's death monologue during an AI turn.

-- fixed a bug that was causing the game to disregard the sidestab damage multiplier in some instances.

-- fixed some dialogue that was extending beyond the bounds of the dialogue box.

2
??? / Re: A new engine!
« on: May 17, 2019, 02:26:17 PM »
-- improved the logic on Add/Delete Row/Column functions: clicking the bottom row / right column will now place the new row/column onto the edge of the map instead of placing it at the location of the current last row/column and shifting the old edge outwards.

-- made some small UI improvements here and there in the various editors, as needed.

-- fixed: in the map editor, clicking on a unit in a row or column would do nothing when in Add/Delete Row/Column mode instead of behaving as though you'd clicked the row/column the unit is in.

-- fixed: I'd forgotten to link the new New Object search textfield back to the "narrow objects" function on value change, which resulted in the objects not actually getting narrowed down as you typed.

-- fixed some gaps in the delete and add rows/columns logic that were producing range errors under certain circumstances.

3
??? / Re: A new engine!
« on: May 16, 2019, 03:14:12 PM »
-- the Delete Row and Delete Column functions in the map editor now update coordinate data for (and physically shift) units and point lights on the map relative to the deleted row or column so they remain on the correct terrain. Units and point lights located directly on the deleted row or column are deleted along with the terrain upon which they stood.

-- added Add Row and Add Column logic to the map editor. It copies the terrain in the clicked row or column, shifts subsequent rows or columns of terrain down/right, pastes the copy into the newly formed gap, and then recalculates the necessary tile variations to make the new tile combinations play nice together. It then updates coordinate data for (and physically shifts) units and point lights on the map so they shift along with the original terrain.

-- tweaked the "night" global lighting preset to make it a bit darker.

All of this looks pretty good in action, but hard to capture in static screenshots. I suppose I should do a video at some point!

4
??? / Re: A new engine!
« on: May 15, 2019, 03:34:00 PM »
-- created button graphics for Edit Row/Column, New Row, New Column, Delete Row and Delete Column in the map editor.

-- created the latter four buttons and stuck them in a submenu that's toggled on and off by the first button.

-- added the basic Delete Row and Delete Column logic to the map editor. It removes the clicked row or column, collapses subsequent rows or columns to fill in the gap, and recalculates the necessary tile variations to make the new tile combinations play nice together.

-- fixed a few null errors that crept in with all the UI overhauls.

5
??? / Re: A new engine!
« on: May 14, 2019, 03:44:56 PM »
-- I have now, at long last, replaced every single text field in the game! God, what a pain in the ass that was. But now that's that's done, it's back to more interesting stuff! :)

6
??? / Re: A new engine!
« on: May 13, 2019, 03:14:31 PM »
-- continued replacing all of the text fields in every UI element in the character creator. Swapped out all the text fields in the skills/tags/masteries/skill progression window, reorganized the skill and skill progression selection sub-windows with more buttons (27 versus the original 18) and updated skill button tooltips, and reconstituted the sub-window for procedurally generating a character's stats at a given level.

7
??? / Re: A new engine!
« on: May 11, 2019, 12:51:43 PM »
-- added a new behavior for the "number picker" UI element that allows the selected number to "wrap around" to the minimum value once it exceeds its maximum value (instead of simply remaining at the maximum and refusing to increase further). Turned this behavior on for the portrait element pickers in the character creator.

-- imported some fixed versions of terrain tile geometry that ensure smooth transitions between all tile variants in all combinations!

-- fixed a few errors / omissions in the map editor's autotiling logic.

-- fixed: the player could dismiss characters from the army overview while in the shopping or recruitment interfaces, thereby triggering dismissal dialogue and effectively trapping themselves. The dismissal option is now grayed out when in the army overview in either of those interfaces and a message is displayed informing the player that they cannot dismiss a character there.

8
??? / Re: A new engine!
« on: May 10, 2019, 03:12:53 PM »
-- added Ryan Richko's new battle and boss music to the game!

-- continued replacing all of the text fields in every UI element in the character creator. Swapped them all out among the menu buttons and the save confirmation element at the top of the screen.

-- the character creator now has a button that will provide you with fully procedurally generated characters and generic units at the click of a button; you can then save and use them, or else go back and edit until you're happy with them.

-- the character creator now successfully saves bio details, and the game successfully loads bio details from premade units.

-- characters created or edited in the character creator are now added to the top of the characters list, effectively displaying them in order from most-recently-modified to last.

-- fixed a formatting error in the status effects text box for the character screen.

-- improved the positioning of mouseover tooltips for skill buttons in the character and level-up screens.

9
??? / Re: A new engine!
« on: May 09, 2019, 03:28:41 PM »
-- created a new button graphic, "Randomize."

-- began replacing all of the text fields in the character creator. Finished so far: the unique-vs-generic window, the species window, the class window, the gender window, the naming window, the portrait window, the default expression sub-window, the stat growths window, and the starting stats window.

-- replaced the old number pickers everywhere they appear in the interface with the newer, snazzier version.

-- adjusted my custom intRng class so that it now successfully parses integer ranges beginning with a negative integer.

-- added stat icons to the stat growths and starting stats windows in the character creator, providing an instant mouseover reference for what each of them does.

10
??? / Re: A new engine!
« on: May 08, 2019, 02:51:39 PM »
-- updated all the text fields for the cut scene editor's edit shop window, edit stock sub-window, select items sub-sub-window, edit menus window, edit menu window, and edit menu button sub-window. With that, all of the text fields in the cut scene editor have now been successfully replaced! The only editor left to give this treatment is the character creator (which is good, because I'm starting to get really tired of this).

11
??? / Re: A new engine!
« on: May 07, 2019, 03:07:48 PM »
Spent some time testing new permutations of the new terrain tiles--found some incompatible combinations and gave artist feedback.

-- updated all the text fields in the load scene window, edit background window, edit dialogue window, edit shops window, edit roster window, select unit sub-window, and cut scene settings window for the cut scene editor.

-- updated all the text fields in the load scene window in the map editor (which I'd apparently overlooked before).

-- fixed: the cut scene editor can now display a preview of a shop live in the frame without triggering a null error.

12
??? / Re: A new engine!
« on: May 06, 2019, 03:20:07 PM »
-- created all water and lava transitions for the new single-width terrain tiles for the Dirt, Grass, Sand and Snow tilesets.

-- created tile data for all of the new transition tiles.

-- wrote auto-tiling logic for all of the new transition tiles.

-- fixed: tile data for a handful of assets had been accidentally overlooked.

13
??? / Re: A new engine!
« on: May 03, 2019, 02:49:50 PM »
-- received and incorporated the nighttime variant of the Psy Academy cut scene background.

-- updated all the text fields in the menu bar, new scene window, and edit narration window for the cut scene editor.

14
??? / Re: A new engine!
« on: May 02, 2019, 02:59:08 PM »
-- finally finished replacing every last text field in the map editor with TextMesh Pro variants!

-- as a pleasant side effect of the above, you can now use the Tab key to switch between text fields in the same screen within the map editor, making things like entering in map conditions or editing unit properties much less of a hassle.

15
??? / Re: A new engine!
« on: May 01, 2019, 03:17:40 PM »
Today was focused on AI improvements!

-- I massively improved the way the AI was scoring proximity to other characters when evaluating long-term moves, as well as its evaluation of how dangerous those moves would be in the short term.

-- the AI now calculates long-term moves that send healers closer to injured allies.

-- when evaluating long-term moves for healers, if the healer possesses no offensive skills, the AI now eliminates moves which send them toward the enemy from consideration. For healers who do possess offensive skills, the AI simply scores those moves lower than before.

-- AI-controlled units who possess no skills (for whatever reason) will now always retreat from danger in combat.

-- AI-controlled units who have too little energy to use any of their skills will now retreat until they recover enough energy to use skills again.

-- replaced all the text fields in the Generate Unit window in the map editor with TextMesh Pro variants.

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