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Messages - CraigStern

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1
Together in Battle / Re: Together in Battle Dev Log
« on: Yesterday at 03:54:33 PM »
I had to give myself a little break from development there--I didn't want to burn out after that big push for the summer Steam Game Fest event. But I'm back!

-- scripted a custom effect for Create Bridge and Create Barricade skills: the max health of the object created now depends upon the combined strength and psy of the character creating it. (Weapons are taken into account--an Engineer with a more powerful Wrench will build sturdier battlefield constructs.)

-- scripted a similar custom effect for Solid State Shield, but it only takes into account the character's Psy.

-- fixed a graphical blemish on the male engineer portrait background.

-- fixed: a seemingly innocuous change in code order had caused the game to cease respecting false Kill-All Victory conditions.

2
Together in Battle / Re: Together in Battle Dev Log
« on: June 23, 2020, 09:33:30 PM »
Sent out contracts to voice actors; gave feedback to artist and composer.

-- fixed: the space selector was remaining onscreen during combat exchanges.

3
Together in Battle / Re: Together in Battle Dev Log
« on: June 22, 2020, 09:01:21 PM »
-- the time that combat barks remain onscreen now changes based on the length of the bark. The longer it is, the longer it remains onscreen before disappearing.

-- fixed: changing the sound effects volume wasn't affecting the volume of currently playing sound loops.

-- fixed a typo in one of the camp narration variants for word games.

4
Together in Battle / Re: Free demo!
« on: June 22, 2020, 10:55:27 AM »
Thanks for the feedback! I'll look into this stuff. :)

5
Together in Battle / Free demo!
« on: June 19, 2020, 03:58:09 PM »
Hey folks! I've got a free demo of Together in Battle online as part of Steam Game Fest until the 22nd. Go ahead and grab it off the game's Steam page to give it a try; I'd love to hear what you think!

6
Together in Battle / Re: Together in Battle Dev Log
« on: June 18, 2020, 03:04:42 PM »
-- added support for the player reference string to the character creator. The game can now successfully save that value to XML and will load it from XML when loading a premade unit.

-- caught and fixed a few remaining missing UI textures hidden in a few nooks and crannies of the character creator.

-- caught and fixed a few remaining missing UI textures among the map editor's army sub-editor's button tooltips.

-- added mouseover tooltips to the music selection submenus in the map and cut scene editors.

-- improved tooltip placement in the cut scene info bar.

-- improved tooltip scaling and placement in the army overview window.

-- the game now checks premade characters to see if they're lacking a default skill animation; if they are, the game now attempts to find and plug in the default skill animation for their class.

-- fixed: the game was accidentally deleting all of the item templates when generating characters for testing within the campaign creation suite, causing characters to all spawn without the items and equipment assigned to them in the character creator.

-- fixed: characters in the character creator were not having their default skill animations saved during the save process.

-- fixed: the character creator was failing to remember that randomly generated generic characters had generic portraits, and then therefore saved their portraits incorrectly.

7
Together in Battle / Re: Together in Battle Dev Log
« on: June 17, 2020, 08:24:46 AM »
-- caught and fixed some missing tooltip textures in the item and skill editors.

-- caught and fixed some missing cursor textures in some of the editors.

-- fixed: a null error when randomly generating a generic character in the character creator.

-- fixed: a null error in the cut scene editor.

-- fixed: the confirm and cancel buttons in the load scene menu in the cut scene editor had broken.

-- fixed: the confirm and cancel buttons in the load scene menu in the cut scene editor had been reset to load battles instead of cut scenes.

-- fixed: the title text overlapped the sub text in the "save before creating new character?" pop-up window in the character creator under certain circumstances.

8
Together in Battle / Re: Together in Battle Dev Log
« on: June 16, 2020, 12:07:29 PM »
-- updated the character creator and the cut scene editor with all the new interface art! That's the last part of the game that needed the new UI art implemented.

-- made the Awkward personality trait mutually exclusive with Narcissistic due to wild inconsistency in outwardly expressed character self-image in the dialogue associated with each.

-- placed WaitForDialogueEnd before animated status bars and pop-up text actions in random event dialogue.

-- added confirmation windows to the shop and recruitment interface when the player selects the Exit button, warning them that if they leave they won't see those characters or items again.

-- added a dedicated Exit button to the Reserve Supplies screen.

-- fixed a typo in the card games hobby "like" dialogue text.

-- fixed: a null error could result when using a one-use item that was still marked "new" within a character's inventory as the game tried to mark the item no-longer-new after it was removed from the inventory.

-- fixed: GoTo-type actions would not remove themselves from the action queue until after going to a new branch, which would clear the actions queue and repopulate it with other actions. Since the original actions no longer existed in the queue, these new actions from the destination branches would be inappropriately removed from the actions queue instead.

-- fixed: the female spearman's shove sprite sheet was compressed, leading to failed palette swapping during the animation.

9
Together in Battle / Re: Together in Battle Dev Log
« on: June 15, 2020, 06:38:26 AM »
-- you can now make only one mid-battle save per round. (Previously, you could fill up as many slots with copies of the current round's save as you wanted before proceeding, which opened the door to opportunities to cheese the game's RNG.)

-- new script action: WaitForDialogueEnd. This is a timing action that pauses the execution of all subsequent actions until the current dialogue text has finished animating onscreen.

-- placed WaitForDialogueEnd before animated status bars and pop-up text actions in camp activity dialogue; this should make it much easier for players reading the dialogue to catch the effects of the conversation.

-- added a new, optional integer "spawn delay" parameter to the PortraitParticles script action.

-- added to the camp activity narration for sewing to make it clear that the character's morale was increasing.

-- darkened the grayed-out tint on shop equipment no one can use a bit more to make it more easily distinguishable at a glance.

-- fixed: the scene transitions in the demo weren't adjusted to account for the extra battle I'd thrown in.

-- fixed: the end-of-demo scene was still displaying the (local to the machine) email sign-up form from PAX.

-- fixed: if the last AI-controlled enemy died of environmental hazard or status effect damage before their move processing had completed, the game would stall forever as it waited to finished processing moves for that now-nonexistent character.

-- fixed a null error that was accidentally introduced by an earlier code tweak.

10
Together in Battle / Re: Together in Battle Dev Log
« on: June 12, 2020, 04:20:48 PM »
-- updated the map editor with all the new interface art!

-- finally, definitively fixed the issue where unit tooltips could show up partially offscreen in battle. (I hope.)

-- fixed a spot in the AI code where a divide-by-zero error could occur, freezing the game.

-- fixed: the victory banners would sometimes appear momentarily when loading a mid-battle save.

-- fixed: mid-battle saves did not capture the currently playing sound loop, resulting in the sound loop's absence upon reloading mid-battle.

11
Together in Battle / Re: Together in Battle Dev Log
« on: June 11, 2020, 04:55:17 AM »
-- added some code to the procedural character generator to prevent the game from randomly generating more than a few recruits of the same class in the recruitment interface at any one time, ensuring the player always has a good variety of classes to choose from.

-- tweaked unit placement in Battle at the Oasis for Brutal difficulty and for the online demo.

-- wrote new approach line variations and info response line variations for proc gen character dialogue.

12
Together in Battle / Re: Together in Battle Dev Log
« on: June 10, 2020, 05:29:12 AM »
-- increased grandpa's health in the "save grandpa" battle when playing on relaxed difficulty.

-- wrote a new set of greeting responses for imaginative characters.

-- created a separate boolean variable to track whether a game demo is an online demo or a convention demo, then switched on/off various behaviors as appropriate to the setting.

-- fixed: there wasn't a yellow hue variant for the turn box and victory banners.

-- fixed: the friendly greeting approach lines described the character smiling, but the portrait did not actually smile.

13
Together in Battle / Re: Together in Battle Dev Log
« on: June 08, 2020, 04:43:06 PM »
-- fixed: the global lighting in each level was affecting the appearance of the 3D animated banners on the turn and victory UI elements.

-- fixed: particles in the bespoke 2D particle engine weren't retaining their z axis position, resulting in issues when used in canvases set to World Space mode.

14
Together in Battle / Re: Together in Battle Dev Log
« on: June 08, 2020, 11:05:09 AM »
-- created alternate colors of the new turn box banners for each possible army color; the game now selects the animated cloth banner of the color matching the army whose turn it is.

-- created animated cloth banners for the victory screen with alternate colors for the victorious army.

-- improved the look of the victory screen victory fireworks.

-- you can no longer create an ice bridge in a space where a character is currently swimming.

-- doubled the strength of qualifier opponents in the Qualifier when playing on challenging difficulty.

-- the player now starts off with 5 bandages already in reserve supplies when playing on relaxed difficulty.

-- reduced the ringleader's strength in the "save grandpa" battle when playing on relaxed difficulty.

-- fixed: the "save grandpa" battle wasn't using death rules appropriate to the chosen difficulty level.

-- fixed: the character screen inventory sub-window was obscuring character physical attributes.

-- fixed: the sub-menus for each item button in the character screen inventory sub-window was missing its background image.

-- fixed: the shop tutorial had become misaligned.

-- fixed: terrain inspector could appear below victory screen.

15
Together in Battle / Re: Together in Battle Dev Log
« on: June 04, 2020, 09:21:35 PM »
-- spent the past few days modeling, texturing, and animating cloth banners in Blender, then importing them into the game. They now appear on the new turn box, and in my opinion, they look pretty fantastic. :)

-- fixed a silly little bug where the hourglass cursor would inappropriately change back to the default cursor early on in AI army turns.

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