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Messages - CraigStern

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??? / Re: A new engine!
« on: Yesterday at 04:43:02 PM »
-- new script action: ShowTalking. Adds a talking symbol to the named character or portrait (or, if parameter is left blank, clears talking symbols from all all characters or portraits). One parameter: character name or portrait reference name. Note: when this action is called, the game will not auto-add talking symbols for the current branch of dialogue.

-- added sound effects to the deployment screen.

-- assigned missing facial expressions to proc gen "likes" dialogue.

-- rewrote the scripting on checking for plot events.

-- improved the scripting on the first major plot event dialogue.

-- fixed: generated dialogue was using outdated formatting for the AddPortrait actions, resulting in characters no longer sporting the correct facial expressions.

-- fixed: nighttime events affecting food stores didn't trigger animations in the info bar.

-- fixed: loading a new dialogue tree via LoadConv was not auto-clearing the actions queue.

-- fixed: the game would malfunction at the conclusion of a character's attack bark if combat zoom-in had been turned off.

-- fixed: level-ups would interrupt the conclusion of a combat sequence if combat zoom-in had been turned off.

??? / Re: A new engine!
« on: January 27, 2020, 01:44:40 PM »
-- the recruitment screen now uses buttons to show you a recruit's inventory so you can mouse over items to see what they do.

-- the tab button now replicates the function of the Space Bar as a "next character" hotkey.

-- the "next character" function now returns the camera to focus on the deployment tiles when you've panned around during deployment.

-- fixed: the game would not save a log if 'L' was pressed during an AI turn in battle.

??? / Re: A new engine!
« on: January 25, 2020, 07:56:56 PM »
-- the recruitment screen now uses buttons to show you character skills, and accounts for the effects of equipped weapons in the skill button tooltips!

??? / Re: A new engine!
« on: January 24, 2020, 02:15:22 PM »
-- fixed: the outer bounds of the game's weather particle emitter did not scale along with camera zoom-out, meaning that the edges of it became visible once the camera zoomed out sufficiently.

-- fixed: the method for parsing conditions in maps would crash the whole program if it encountered formatting errors. It now handles errors much more gracefully.

-- fixed: for classes with no growth requirements, the game would always treat their growth requirements as unmet when generating characters without a forced class.

-- fixed: the character generator was missing failsafe "default" classes for spriggats and spirits.

Telepath Tactics Bugs / Re: Special Edition/Demo - Bugs and Feedback
« on: January 24, 2020, 11:19:09 AM »
Aha! I figured it out. The "for army" parameter in your Kill-All Victory condition is malformed.

??? / Re: A new engine!
« on: January 24, 2020, 07:45:50 AM »
I've updated the Telepath Tactics Special Edition backer demo last night with all the improvements implemented this week.

??? / Re: A new engine!
« on: January 23, 2020, 01:33:12 PM »
Dealt with FedEx on the phone last night after they failed for two straight days to deliver my new dev computer (which I need to record the new game's announcement trailer!) Hopefully, they'll deliver it to a nearby store so I can just pick it up tonight. In other news, I booked a flight to Boston for PAX East, arranged housing, and designed a 5' x 9' banner for the new game and placed an order for it with my usual banner manufacturer.

Meaaaaaaaanwhile, in actual game development:

-- you can now turn off Combat Zoom-in within the game settings menu.

-- extended the mouseover area for stat icon tooltips in the stat growths and stats screens in the character creator.

-- the map editor now checks to ensure that there are at least two armies before letting you exit the armies sub-editor--and if there are not, it now tells you that the map must have at least two armies.

-- when you try to exit the map editor, it now checks to ensure that there is at least one character on the map. If there is not, the editor gives you a warning and an opportunity to correct the issue before exiting.

-- implemented try/catch error handling when creating placeholder graphics for new player campaigns, to see if this addresses an issue with the game simply stopping in place of opening a newly created player campaign.

Telepath Tactics Bugs / Re: Special Edition/Demo - Bugs and Feedback
« on: January 23, 2020, 09:15:46 AM »
Thank you! This is very helpful.

An in-game searchable reference for scripting and other documentation is in the works, but I simply haven't finished implementing that yet. (Scrollable drop-down menus are a real pain to code, so I'm hoping to avoid that approach!)

Can you attach a copy of the map that's causing the game to crash upon testing?

??? / Re: A new engine!
« on: January 22, 2020, 03:54:07 PM »
Booked myself a booth for PAX East--looks like I'll be showing off the new game to the public for the first time at the end of February! :D

In the meantime, progress:

-- the game now gives you the option to turn on a battlefield grid. (It's ugly, IMO--but people seem to want it, so...)

-- you can now right-click units in the map editor to instantly rotate them clockwise (hold Shift to instead rotate counter-clockwise with each click).

-- you can now left-click empty tiles in the map editor while the unit properties window is open to instantly populate the window with that tile's coordinates for easier repositioning of characters and objects.

-- halved the size of the unit properties and light properties windows in the map editor so they don't obstruct the screen.

-- particles can now be spawned in the map editor! Smoke ring particles now accompany clicks to reposition, and other particle effects now accompany placement of new lights and units, as well as removal of lights and units.

-- removed the (admittedly annoying) "swoosh" noise from camera zoom in the map editor.

-- doubled the speed of camera zoom in the map editor.

-- when creating a new map or opening an existing one, the camera in the map editor now auto-adjusts its zoom level (and maximum zoom) proportionally to the size of the map created or opened so as to better see the whole thing.

-- added keyboard shortcuts for zoom in the map editor: Alt + and Alt -.

-- fixed: changing armies in the map editor was sometimes not causing the unit to palette swap correctly.

Telepath Tactics Bugs / Re: Special edition demo feedback and bugs.
« on: January 22, 2020, 03:12:32 PM »
Weird! It looks like it just got stuck in a loop somehow. I'll have to test this out myself and see if I can replicate it.

Telepath Tactics Bugs / Re: Special Edition/Demo - Bugs and Feedback
« on: January 22, 2020, 10:23:38 AM »
Thank you for the detailed feedback! :)

A few questions:

  • do you have logs from any of the bugs (i.e. the window not closing on creating a new campaign, or the dialogue editor creating duplicate trees, or testing making the game throw an exception?) The 'L' button should save a log in the campaign editor much as it does in the main game.
  • stats and growths in the character creator actually do have mouseover tooltip explanations--do I need to make the mouseover area larger so they're easier to find?
  • when you ask for drop-down lists on text fields in the various editors, do you mean that displaying 1-3 predictive text suggestions isn't cutting it--or did those not come up for you?

Telepath Tactics Bugs / Re: Special edition demo feedback and bugs.
« on: January 22, 2020, 09:11:47 AM »
Thanks for the additional report!

The minimap is right up there with doors and switches in the "I haven't gotten around to it yet" list. (It's especially low priority now since manual zoom is a thing; but I'll get to it eventually!)

The AI code is quite complex, making bugs tricky to fix without detailed info. If you do manage to capture a log next time, that would be very helpful! (The log files support thousands of lines, so it should contain the needed info even if you don't manage to hit 'L' until after the enemy turn ends.)

The proc gen character features are indeed primarily for user campaigns and for the next game--but I'm considering having proc gen characters join up periodically if you've lost too many characters from your roster on Normal difficulty. We'll see!

??? / Re: A new engine!
« on: January 21, 2020, 12:59:10 PM »
Put together and submitted my second publisher pitch for Together in Battle. I'm not expecting anything to come of it, but at a minimum, it's good practice for talking about the game.

-- fixed: the game was sometimes checking against lists of required attributes for elements of a proc gen character when it should have been checking against lists of excluded attributes, occasionally producing characters with inconsistent characterization (e.g. religious characters who believe in no one and audibly give thanks to "no one" for their victories).

-- fixed: the new victory box auto-looting message was appearing even in maps where auto-looting was not turned on.

-- fixed: the title screen would not apply loaded music volume settings to the title screen music upon first loading up.

-- fixed: the cut scene narration "text darkener" element is now invisible whenever the background is flat black.

Telepath Tactics Bugs / Re: Special Edition/Demo - Bugs and Feedback
« on: January 21, 2020, 08:10:30 AM »
Thanks! :D

Out of curiosity: have you had a chance to try out the campaign editor? (I'm particularly interested in getting feedback on that!)

Telepath Tactics Bugs / Re: Special edition demo feedback and bugs.
« on: January 20, 2020, 04:14:37 PM »

Barring anything super major getting reported, I think I'm done making updates to the demo for now. If and when there's anything new, I'll be posting about it here. :)

In the meantime, if you finish the demo and you feel like trying out the campaign editor, that's something I'm always interested in getting feedback on!

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