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 - CraigStern

Pages: [1] 2 3 ... 238
1
??? / Re: A new engine!
« on: July 20, 2018, 02:06:16 PM »
-- the inventory and counterattacks window in the character creator now has a sub-window you can open to display all non-generated items available in the current campaign. You can then flip between pages and mouse over each item to inspect their properties, and click to add them to your character's inventory auto-magically! (This way, you won't have to memorize all the item names, or have Items.xml open in a separate window just to adjust character inventory within the editor.)

-- added this item sub-window to the Unit Properties window in the map editor as well, for purposes of more easily giving units and destructible objects items in that particular scene.

-- the game now actually tries to find the named music track specified in the scene's musictrack attribute and play it when you load a battle or cut scene.

-- added null-checking to the playMusic() and playSound() methods in the game; this will prevent the game from crashing if the music or sound you try to play isn't found.

-- fixed a typo in the image names for regular and plated non-generated boots.

2
??? / Re: A new engine!
« on: July 18, 2018, 02:56:50 PM »
-- the cut scene editor now has a window where you can assign dialogue to the current frame of a cut scene.

-- on opening, the cut scene dialogue assignment window populates buttons with each of the dialogues present in the scene; mousing over one shows a preview of the first two branches of that conversation, and selecting one adds it to the current frame.

And with that, I have finally completed all basic functionality for the cut scene editor!

-- upon closing the dialogue editor, the scene now gets updated with all of the new and edited dialogue and scripts.

-- added the dialogue editor into the map editor as well, so that you can edit scripts and dialogue for both cut scenes and regular battles inside their respective editors.

-- fixed a bug in the dialogue editor in which the branch / action counts for a primary dialogue / script box would not update upon adding new branches / actions via the Add button.

-- I changed the syntax of the special character -PICK:- to PICK{}. This change will allow the usage of both hyphens and all non-PICK{} special characters within any given instance of PICK{}. The examples above would now be written:

Code: [Select]
Bob Speakington/You are PICK{a total jerk, you know that?|a real piece of work, pal.|the absolute worst!}
Code: [Select]
<Action>GenerateUnit/1,PICK{Axefighter|Axefighter|Bowman|Spirit},5,RANDOM,,5,4,Left</Action>

3
??? / Re: A new engine!
« on: July 17, 2018, 02:37:43 PM »
-- added up and down arrow buttons to the ends of actions and replies in the Edit Branch window of the dialogue editor; clicking them now shifts around the position of actions or replies, letting you change their order.

-- added up and down arrow buttons by the top-right of branches and actions in the dialogue editor; clicking them now shifts around their position, letting you change their order.

-- you can now zoom in and out in the dialogue editor using the mouse wheel.

-- improved the information displayed in the delete confirmation window in the dialogue editor.

-- fixed a bug in which deleting a dialogue branch or a script's action in the dialogue editor wouldn't update the branch/action count in the box at the top of the dialogue/script's column.

-- fixed a graphical formatting issue in the Edit Branch window of the dialogue editor.

4
??? / Re: A new engine!
« on: July 16, 2018, 03:31:58 PM »
-- received the nighttime variation on the Forest background art from the background artist.

-- in the dialogue editor, you can now delete dialogues and scripts, as well as individual branches / actions belonging thereto. The remaining dialogues / scripts / branches / actions will shift to fit any gaps left by the deletion.

-- added support for the special character -BRANCH:- into the game. This replaces BNAME[], and is treated as the number of whatever branch within the current, active dialogue happens to have the branch name appearing after the colon. (Useful for the "GoTo" actions, or for storing a particular branch number as a VAL in advance.)

-- added support for the brand-new special character -PICK:- into the game! This allows you to easily make the game select at random from among multiple strings, each delimited by a | character. For example:

Code: [Select]
Bob Speakington/You are -PICK:a total jerk, you know that?|a real piece of work, pal.|the absolute worst!-
This can produce dialogue for Bob Speakington consisting of You are a total jerk, you know that? or You are a real piece of work, pal. or You are the absolute worst! Each option in -PICK:- has an equal chance to be chosen; to weight one option more than the others, simply place it in the list one or more additional times. For instance:

Code: [Select]
<Action>GenerateUnit/1,-PICK:Axefighter|Axefighter|Bowman|Spirit-,5,RANDOM,,5,4,Left</Action>
This will generate an enemy Axefighter, Bowman, or Spirit, with a 50% chance of an Axefighter and a 25% chance for each of the other two.

(Note: avoid using hyphens in the strings you're making the game pick from within this special character--they're likely to cause an error.)

-- fixed a bug in which the game would not process the text within individual dialogue replies, and would therefore ignore special characters used there.

5
??? / Re: A new engine!
« on: July 13, 2018, 01:10:09 PM »
-- in the dialogue editor, clicking the main portion of the Edit Branch window's action and reply slots now open a window to edit the clicked-upon action or reply. Any edits are saved to the dialogue upon confirmation.

-- implemented the Run reply type. One parameter: script name (or multiple script names delimited by | characters) to be run when the reply is clicked. (Note that your chosen script is going to need actions like GoTo or LastBranch if you want it to actually change the dialogue branch!)

-- changed Actions.xml to ActionsReplies.xml. Added all current reply types to the file, with descriptions and parameters.

-- typing in the Action Type or Reply Type field of the Edit Action / Edit Reply windows will now produce little buttons right below the input field that predict what you're in the process of typing. Clicking one of these buttons will autocomplete the text for you, provide a description of the chosen action or reply, and fill in the parameters field with placeholder values letting you know what parameters you need (if any).

6
??? / Re: A new engine!
« on: July 12, 2018, 03:34:10 PM »
-- received the first of the new cut scene backgrounds: the forest!

-- in the dialogue editor, the plus and minus buttons in the Edit Branch window's action and reply slots now actually add and remove actions and replies from their associated dialogue branch.

-- added descriptions to each of the actions listed in Actions.xml.

-- implemented NextScene.

-- implemented NewScene. It has one parameter: the name of the scene to load.

-- implemented AddObjective and RemoveObjective. Each has one parameter: the text of the objective to add/remove from the list of objectives shown to the player.

-- implemented MoveUnitBy, which replaces MoveCharBy. Same parameters: character name, spaces to move along the y-axis (negative integers move up), and spaces to move along the x-axis (negative integers move left).

-- implemented LearnSkill, which replaces the old TeachAttack and TeachAttackTemp actions. Three parameters: character name, skill name, and an optional third true/false parameter telling the game whether the skill granted lasts only for the current battle. (Delimit skills with a | in the second parameter to learn multiple skills at once.)

-- implemented IfGoneGoTo. First parameter: character name. Second parameter: branch number. Used in battle, this takes account of whether the named character is on the battlefield; used outside of battle, it checks whether the named character has a Wound Level of 0 (i.e. isn't out of commission from having been brought to 0 health or less) and is in the current roster. If the answer is no, the game goes to the specified dialogue branch.

-- implemented IfGoneRun. First parameter: character name. Second parameter: script name (or names, each delimited by a |). Used in battle, this takes account of whether the named character is on the battlefield; used outside of battle, it checks whether the named character has a Wound Level of 0 (i.e. isn't out of commission from having been brought to 0 health or less) and is in the current roster. If the answer is no, the game runs the specified script(s).

-- you can now change a unit's Sprite Set via SetStat; doing so in battle now automatically changes the unit's appearance to match its new sprite set.

-- changing a unit's Army via SetStat in battle now automatically changes the unit's color to match the new army.

-- fixed a bug in which the game would throw null errors if branch 0 of a dialogue called EndConvImmediately.

-- fixed an annoying z-sorting bug that would sometimes affect sprites in battle.

7
??? / Re: A new engine!
« on: July 11, 2018, 12:35:10 PM »
-- added a list of the most commonly used special characters in the "text" field for the Edit Branch window in the dialogue editor.

-- created plus and minus circular buttons for use in the dialogue editor.

-- created a little UI widget for the Edit Branch window in the dialogue editor that can be used to display actions and replies used in the branch; little plus and minus buttons in each widget will eventually allow you to remove or add the action or reply in the slot.

-- the dialogue editor now displays the current actions and replies (up to 6 of each) in the current branch when the Edit Branch window is opened.

8
??? / Re: A new engine!
« on: July 10, 2018, 02:04:41 PM »
-- went through all of the script/dialogue actions I've implemented to date and catalogued them (along with descriptions of their parameters) in Actions.xml, in anticipation of putting code completion and an auto-parameter-guide into the dialogue editor. (By my count, as of this morning, we were at 44.)

-- updated the SpawnFloatingText action to take character name (or ID[] tag) for its second parameter.

-- implemented the SpawnFloatingTextAt action, which I had heretofore neglected to add. Parameters are: Text,Y coordinate,X coordinate,Color Name (optional),Frame Delay (optional).

-- implemented the PlayMusic action. One parameter: track name.

-- implemented GiveExp with a new "scale against level" parameter, allowing your experience rewards to scale up or down based upon how far from a target character level the unit is.

-- implemented FaceUnit, which behaves exactly the way the old RotateChar action did.

-- implemented FaceUnitToward, which replaces RotateCharToFace and RotateCharTowardPoint. FaceUnitToward has four parameters: the character name, the y coordinate to face, the x coordinate to face, and the name of another character to face. (The last parameter is optional; if used, it will override the coordinate parameters with the coordinates of the second named character.)

-- implemented DamageChar, which gains the new "affecting" parameter that DamageCharAt received.

-- added support for searching by ID[] tag in the Nighttime and Cut Scene scenes.

9
General Discussion / Re: Ask the developer a question!
« on: July 10, 2018, 12:12:09 PM »
Sure thing!

10
??? / Re: A new engine!
« on: July 09, 2018, 02:55:20 PM »
-- the individual characters and scenes listed for the open campaign in the campaign editor are now each individually clickable; clicking one will take you to the correct editor and automatically load whatever you clicked, allowing you to immediately begin editing.

-- you can now pan around the dialogues and scripts in the dialogue editor using the arrow keys or WASD.

-- in the dialogue editor, you can now edit the branch name, speaker name, and text in each individual dialogue branch (or, alternatively, the action type and parameters of an action) by clicking its associated box.

-- fixed a bug that was sometimes causing the dialogue editor to become trapped in an infinite loop.

-- fixed a branch numbering error in the dialogue editor.

-- fixed a ridiculous bug in which script and branch boxes within the dialogue editor would read clicks through the other UI elements which were overlaying them.

11
General Discussion / Re: Ask the developer a question!
« on: July 09, 2018, 09:33:11 AM »
That's possible!

Ryan Richko had control over the official soundtrack; I encouraged him to include everything in its fullest form, but I know he chose to edit or omit certain tracks in the interest of making the OST a more enjoyable listen, just as an album. ("Evil Presence," for example, is shortened on the OST relative to how it appears in the game.)

12
??? / Re: A new engine!
« on: July 06, 2018, 02:14:01 PM »
-- object searches by name in the map editor's New Object window are no longer case sensitive.

-- the character creator's Inventory and Counterattacks window now has a button that will auto-generate an appropriate starting inventory and counterattack type for your character based on their masteries and their class.

-- capped unit speed at 12 in both the character creator and in the character leveling function, largely for performance reasons.

-- the character leveling function now checks for (and prevents) the acquisition of duplicate counterattack types.

-- the cut scene editor now automatically puts the cursor in the text input field when you open the Edit Narration window.

-- fixed a bug in the character creator where loading a character who was missing barks would throw an out-of-range error.

-- fixed a bug in the character creator wherein hitting New Character would not hide the character review screen from whatever character was there previously.

-- fixed a bug in the cut scene editor where the game wouldn't update the appearance (or disappearance) of frame progressions arrows after adding or deleting a frame.

-- fixed a bug in the cut scene editor where the game wouldn't update the appearance of the cut scene after hitting delete frame on the first frame in the scene, or on the last remaining frame in the scene.

-- fixed a bug in which the game would sometimes get confused by non-procedurally-generated shields in Items.xml, would treat them as procedurally generated, and then throw an error when the game couldn't find all the parameters for making proc gen shields out of them.

-- wrote some golem attack barks (which I had apparently neglected to add into the game previously?)

13
??? / Re: A new engine!
« on: July 05, 2018, 02:14:35 PM »
Took yesterday off for Independence Day (but still ended up spending time corresponding with artists); today, more work on the dialogue editor:

-- dialogues and scripts can now display their branches or actions (respectively), lined up in a column below (per the Telepath Tactics dialogue editor).

-- the dialogue editor now displays all dialogue and scripts already existing in the current scene when opened, complete with all of their branches/actions.

-- fixed a handful of bugs (including a particularly insidious one where the cut scene editor would load all of the dialogue and scripts from PersistentDialogue.xml, then resave them as part of the cut scene, leading to a snowball effect in which those scripts and dialogue would be re-added with every subsequent load and save of the cut scene)

14
??? / Re: A new engine!
« on: July 03, 2018, 12:26:05 PM »
-- finished implementing the Edit Rosters window in the cut scene editor; you can now use it to set NewRoster tags for up to 9 different rosters!

-- all NewRoster tags are now properly formatted and saved with the cut scene when you save your cut scene in the editor.

-- fixed a bug in the AI which was causing the game to drastically undervalue moves that involved AOE skills targeting multiple enemies at once.

15
??? / Re: A new engine!
« on: July 02, 2018, 02:46:27 PM »
Showed off the game at Indie City Games this weekend--and of course, I stumbled into something like seven different bugs while doing so. Thus, today is a bug-fixing day:


-- fixed a bug in which the game's combat AI would sometimes assign value to zero-value targets based upon damage dealt to them.

-- fixed a combat AI bug involving calculating the correct rotation direction for attack reticle patterns.

-- fixed a bug in which the character creator saved the portrait and sprite attributes for Either-gendered units incorrectly.

-- fixed a bug involving inappropriate method calls during cut scenes.

-- fixed a bug in which the game would not correctly discern all backgrounds in Resources when not in the editor. (Turns out, Unity just compiles all of the files into a giant blob, making such lookups at runtime impossible in compiled versions of the game! Lame. Changed the dynamic lookup to just a hard-coded list of backgrounds, less flexible and fancy, but it works.)

Pages: [1] 2 3 ... 238