The Sinister Design Forums

Please login or register.

Login with username, password and session length
Advanced search  

News:

Welcome to the new Sinister Design forums!

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - bugfartboy

Pages: [1] 2 3 ... 366
1
True Messiah / Re: True Messiah: your questions answered!
« on: December 01, 2019, 07:28:05 PM »
Speaking of Providence, can Providence+ be used on a space, in reaction to another player moving low units onto that space, to negate the move? The preemption rules only refer to preempting miracles, not movements.

2
True Messiah / Re: True Messiah: your questions answered!
« on: November 29, 2019, 03:47:04 PM »
Good to know! That's what I had guessed, but it wasn't super clear. They should come in handy in particularly involved combat phases.

3
True Messiah / Re: True Messiah: your questions answered!
« on: November 28, 2019, 05:37:43 PM »
What's the purpose of the little tokens emblazoned with the entity depicted on the Providence miracle? I've read through the rule book a couple of times, and haven't seen an explanation. It's entirely possible I'm just overlooking it.

4
Forum Games / Re: Corrupt a Wish Foundation
« on: November 28, 2019, 05:36:36 PM »
Granted. Unfortunately the pious benefactor who purchased them all tries to pay you in stacks upon stacks of little cardboard gold coins.

I wish the climate would revert to its pre-Industrial Revolution state.

5
Forum Games / Re: Corrupt a Wish Foundation
« on: November 28, 2019, 06:06:33 AM »
Granted. Unfortunately the wish only lasts for four years, after which it loses all potency.

I wish I had more people to play True Messiah against.

6
General Discussion / Re: Ask the developer a question!
« on: October 31, 2019, 04:18:18 PM »
The Chicago Cultural Center was an interesting visit, especially the digital flowers exhibit they had set up. Thanks for the recommendation! It's a shame the offices of Sinister Design don't offer public tours, though.




-- two new operators are supported when altering integer values: f and c. These impose a floor and ceiling, respectively, on the named value.

For instance:

Code: [Select]
SetVal/MoralePenalty,f:2
This will check the value of the custom integer MoralePenalty; if MoralePenalty is found to be less than 2, it will then be set equal to 2.


This reminds me, does the new system support a
Code: [Select]
RemoveVal/ValName action? One thing I remember from playing around with the old engine's scripting system is that it was too easy to leave orphaned or one-use variables in the save file. A way to clean up after myself would be convenient.

7
General Discussion / Re: Ask the developer a question!
« on: September 18, 2019, 08:21:10 PM »
I did a search through the forum, and couldn't find anywhere you'd discussed this prior:

Are there any locations in Chicago you would recommend to visitors? Any spots that aren't advertised or known as well as you wish they were?

8
General Discussion / Re: Ask the developer a question!
« on: February 08, 2019, 09:30:55 PM »
Thanks for the write-up! It's a bit more complicated than I expected, but I can't claim to have written anything as involved or complicated as a game engine.

...oh, and about Unicode: getting Unicode characters to work in Unity at all is kind of a process, unfortunately, so probably not. However, your question has inspired me to add support for a couple more ASCII characters I can foresee people wanting to use, so hopefully that'll do. :)
That's a bit of a bummer, but understandable. I'm glad we got a couple of new characters out of it!



-- a fun new feature I threw into the game: skills can now have scripts attached to them via the runsScripts attribute, just like items!

When used, a skill with runsScripts on it will run each script once for each target that the skill hits. (For purposes of special characters in skill-initiated scripts, the game will treat the attacker as the triggering character, and each individual unit hit by the attack as though it is the secondary character.)


This is more of a statement than a question, but this feature makes me inordinately happy. I'm having flashbacks of desperately logging what abilities the player has selected by using the OnAttackSelect trigger, just trying to activate specific scripts based on the character and ability the player had selected, to no absolutely no avail. I don't even remember what I was trying to accomplish (was it really years ago already?), just that I couldn't feasibly make it work.



How does the future look for custom status effects, possibly using scripts for custom behavior?

9
General Discussion / Re: Ask the developer a question!
« on: January 29, 2019, 10:07:17 PM »
-- new special character, the double-semicolon (;;)! When this character is detected in text, the game swaps in a comma. This allows you to use commas in your script action parameters without totally screwing things up! (The game uses actual commas to delimit script action parameters--using the double-semicolon in script action parameters allows you to sidestep this effect.)
I have my guesses, but I'm curious how you're handling parameters internally, and what the processing order is. At what point in the process of reading/handling the XML node do you do your string substitution? Is it just once, or do you cycle through until nothing else can be replaced?



Is the new engine unicode-friendly? That is, if I type a '' (U+2022) or a '≸' (U+2279) into one of the files, will it render correctly in-game? If yes, what's the likelihood of getting support for inserting the actual code for a character, such as "•" "•" "•" for a bullet point, and handing it off to be converted+replaced with the appropriate character?

10
General Discussion / Re: Ask the developer a question!
« on: August 02, 2018, 03:37:40 PM »
That would be pretty cool, if you get to!

If memory serves, weren't you thinking of adding a flickering or animated type of light to TT? Is the possibility for such a thing in the cards for the new engine?

11
General Discussion / Re: Ask the developer a question!
« on: August 02, 2018, 02:58:56 PM »
Will the new scripting system be able to add/remove/modify individual points of light, or are they hard-coded only?

Will the scripting system be able to change global weather?

12
General Discussion / Re: Ask the developer a question!
« on: July 09, 2018, 05:29:05 PM »
he chose to edit or omit certain tracks in the interest of making the OST a more enjoyable listen

That's disappointing to hear, given the track is actually pretty neat, but entirely understandable. Thanks for the explanation!

13
General Discussion / Re: Ask the developer a question!
« on: July 06, 2018, 04:35:08 PM »
Playing through Telepath Tactics again, I realized there was music in the game that I didn't recognize. Was the music track "ThereWillBeBlood", found in the Caravan Battle Prelude (I think), not included in the Telepath Tactics Original Soundtrack?

14
General Discussion / Re: Ask the developer a question!
« on: June 28, 2018, 12:38:55 PM »
Will scripts work similarly to the previous engine, in that it's just a block of actions? Will the new script implementation support defining scoped parameters (making them more akin to functions), or will that need to be handled by the script's author?

15
??? / Re: A new engine!
« on: April 26, 2018, 11:13:28 AM »
Okay, so there aren't any specific abilities or features related specifically to race, you can just manually create a unit with those features? So if I desired a unit like Socrates there, I would need to manually design him, rather than just ask the engine for a Spriggat of class Swordsman?

I know you've said that the new engine requires graphics to be built into it (I'm guessing at compile time?). Does that same limitation extend to two-dimensional graphics as well? (Character and item sprites, being the big ones)

Pages: [1] 2 3 ... 366