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Messages - CraigStern

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??? / Re: A new engine!
« on: Today at 05:21:52 PM »
Held a playtest focused on the campaign editor, which revealed loads of bugs that had crept in over the past few months! I've fixed a few of them so far:

-- fixed: the skill editor wasn't saving the cost, or most of the decimal value attributes of skills (e.g. strength or psy damage factor)

-- fixed: I apparently forgot to actually make the DefeatScene condition actually do something in the code (oops), and I had an example for it that used outdated syntax in the Map Conditions window in the map editor.

-- fixed: recent changes to the way characters are generated broke the "randomize character stats for a specific level" function in the character creator.

??? / Re: A new engine!
« on: Yesterday at 03:09:41 PM »
-- rewrote the game's animation code in reliance on PowerSprite; character animations are now loaded dynamically at runtime using code rather than having to progress through a ridiculous song-and-dance with trigger setting and resetting inside tediously hand-crafted animation controllers. (This is going to make it much easier to set up the game's remaining character animations!)

-- added firework sound effects to accompany the victory screen fireworks.

??? / Re: A new engine!
« on: November 15, 2019, 03:52:12 PM »
-- received new item graphics: cogs, doll, and claws (in Bronze, Iron, Steel, and Duoterre variants!) These plug the few gaps remaining in the item graphics.

-- created proc gen Claw items, usable by units with the Claw mastery (which, by default, will exclusively be spriggats).

-- added Claw Mastery to the skill progression for all spriggat classes.

-- replaced the placeholder graphics for golem modules with the Cogs and for the Doll item with the Doll.

-- totally rewrote the logic for "move yourself along with the target" knockback skills like Pull and Stick-and-Drag. These now use WithTarget in the moveType attribute; this tells the game to apply knockback to both the target and the user even though the user isn't targeted by the skill. (This is much more robust implementation that works regardless of what the attack's knockback value is.)

-- fixed a few more inventory bugs relating to proc gen equipment in the character creator and marking equippable items equipped when the game randomizes them for you.

Telepath Tactics Misc. Mods / Re: French translation
« on: November 15, 2019, 09:22:42 AM »
They're "shots" as in "shots of alcohol" -- "fireeye" is a made-up name based upon the fact that the rim of the shot glass is set on fire, producing something that might look like a fiery eye when viewed from above. See e.g.:

??? / Re: A new engine!
« on: November 14, 2019, 02:21:31 PM »
-- created Move Frame buttons for the cut scene editor.

-- the move frame buttons now each shift the position of the current cut scene frame forward or backward by one, allowing you to reorder frames in your cut scene.

-- the campaign editor now always displays Introduction at the very top of the list of scenes.

-- the map editor and cut scene editor will now prompt you to save your scene if you have unsaved changes and you start to create a new scene or load a new scene in-editor.

-- continued work on supporting custom portrait elements.

-- fixed: some stuff remained to be connected up in the character creator with respect to the new class info system (particularly with regards to automatic inventory generation).

-- fixed: the main game wasn't generating proc gen equipment for premade characters upon loading them from XML in battle.

??? / Re: A new engine!
« on: November 13, 2019, 03:17:42 PM »
-- new skill: Stick-and-Drag. Depends upon Spear; a 1-range piercing attack that pulls the target (and the attacker) back 1 space. Spearmen now learn either Stick-and-Drag or Pinning Thrust during their early skill progression. I just recounted, and this brings the game up to 148 unique skills out of the box!

-- replaced the "Custom:" prefix on proc gen portraits with "Generated:" in anticipation of supporting custom portraits and portrait elements. Began coding the framework for custom portrait elements.

-- the Spirit's Drain skill can now cause Clouded status.

-- created a thirteenth hair style for proc gen human male portraits.

-- fixed: the character creator wasn't pulling class info correctly.

-- fixed: a typo was causing the character creator's portrait creation window to display the skin palette chooser when it shouldn't, and to hide it when it should show it.

-- fixed a typo in the portrait body attribute for the Psy Healer class.

-- fixed: the "currently talking" icon would appear on top of replies in cut scene dialogue, obscuring them.

??? / Re: A new engine!
« on: November 12, 2019, 04:00:09 PM »
-- the game now recognizes -VAL:- variables in OnVictory dialogue triggers; the game now parses trigger parameters for all special characters within the parameters every dialogue trigger other than OnLoaded, OnTurn, BeforeTurn, and OnVictory (which either take no parameters or else take only a single integer).

-- implemented the WinBattle reply type (replacing the old "EndBattle" reply type). Works the same as the WinBattle script action.

-- implemented the LoseBattle reply type. Works the same as the LoseBattle script action.

-- got the Adelbrae Battle and post-battle scenes from The Vengeance of Emma Strider campaign working.

-- got the Caravan Battle and pre-battle scenes from The Vengeance of Emma Strider campaign working.

-- fixed: the change to default unit accuracy values for class-specific custom stat generation formulas in proc gen characters resulted in all premade units sporting 0 accuracy unless otherwise specified, which in turn meant they would miss every single attack against any unit with a Dodge greater than 0.

-- fixed: units that dodged an attack would not counterattack afterwards even if they were able to do so.

??? / Re: A new engine!
« on: November 11, 2019, 04:25:48 PM »
-- created a little "talking" indicator that pulses next to a character when they're talking during in-battle dialogue. (The game specifically checks to see if their name is what appears in the "speaker" field for each line of dialogue.)

-- added a new "aggression" constant to AI profiles in order to directly put a finger on the scales with respect to moves that will damage the AI player's enemies; set it to 1.3 by default to help deal with edge cases where the AI will choose to do nothing even though it can attack.

-- created a distinct constant in AI addressing movement onto spaces where a unit is at risk of death, and set its default value to much lower than the lethal counter constant so as to significantly encourage enemies to make advantageous attacks against the player even though they might later die from the positioning those moves require.

-- fixed a range error in dialogue regeneration for greeting responses in camp.

-- fixed: the game wasn't making use of -VAL:- variables in OnTurn dialogue triggers.

Telepath Tactics Misc. Mods / Re: French translation
« on: November 11, 2019, 08:20:46 AM »
Thank you for making this! :)

??? / Re: A new engine!
« on: November 07, 2019, 04:04:07 PM »
-- filled in the promotionOptions attribute for each base class in the game.

-- classes now have a reqLvl attribute that can be used to gate character classes by experience level.

-- altered the RangeBonus tag so that it now functions only upon ranged skills depending upon a specified base skill. For instance, instead of getting RangeBonus,+:1, a bowman would now instead get RangeBonus,Bow,+:1, applying the range bonus only to all ranged skills with a dependsUpon attribute of Bow. (This prevents unwanted effects from class changes, such as a bowman who switches over from the spearman class also getting +1 range on all spear skills as well as their bow range improves.)

-- wrote new, alternate promotion classes for certain base classes.

General Discussion / Re: Shoutout to Age of Fear
« on: November 07, 2019, 09:53:16 AM »
Ha ha, nice! I'm glad to have helped. :D

General Discussion / Re: Ask the developer a question!
« on: November 07, 2019, 09:35:40 AM »
I hope to! :)

??? / Re: A new engine!
« on: November 05, 2019, 03:24:24 PM »
-- prettied up the "shower of sparks" particle effect that plays when an attack lands. The sparks look nicer now, there are more of them, and they leave little trails of light behind them.

-- new snowy particle effects added to the game: SnowRingFX, SnowPuffFX, and SnowShowerFX.

-- characters and objects spawned on snow tiles now produce SnowRingFX and SnowShowerFX as they appear.

-- the cut scene editor and the map editor each now both have predictive text for the Next Scene fields in their Scene Settings windows, populating with the names of existing scenes in the campaign most closely matching what you've typed.

-- fixed: the object search field in the map editor wouldn't repopulate the window with objects properly when hitting backspace after typing in a search.

??? / Re: A new engine!
« on: November 04, 2019, 02:02:36 PM »
-- created a new evening event: a character approaches the player and requests to change classes. The player may agree, or tell the character to remain their current class.

-- updated the text formatting on saved game file slots so that scene name shows up bolded and maroon-colored, making the save files much easier to parse at a glance.

-- new text formatting supported: you can now make text dark red, dark green, or dark blue using the following special characters:
Code: [Select]
[red] and [/red]
[green] and [/green]
[blue] and [/blue]

-- new text formatting supported: you can now force a block of text to lower-case using the [lc] [/lc] special character. Whatever text is within the [lc] and [/lc], the game will display entirely in lower-case. (Useful for when you're referring to character classes, items, skills, masteries, and other things that are always capitalized by default.)

For instance, suppose you have this line:

I'm a lone [lc]-CLASS-[/lc].

If spoken by a Swordsman character, the game will display I'm a lone swordsman instead of I'm a lone Swordsman.

-- fixed: any and all text formatting with a forward slash in the "end formatting" part of the tag would break dialogue replies. Bold, italic, underline, strikethrough, color, and the [lc] end tag all work just fine now in dialogue replies.

??? / Re: A new engine!
« on: November 01, 2019, 02:56:15 PM »
-- character class XML info now supports separate attributes defining potential species, gender, and stat growth requirements for a character to be eligible for a class. The game now refers to these when deciding the potential classes a character can be rather than to the old, hard-coded logic.

-- the game now pulls from class XML attributes when generating a character's sprite set and portrait.

-- the game now uses the class XML file when it begins generating baseline growths for a character with a pre-chosen class (e.g. Health, Energy, Strength, and/or Psy).

-- new script action: ClassesToList. Create a list of all character classes; or, if a character is specified, a list of all classes that character meets the requirements for. Three parameters, the latter two of which are optional: (1) list name; (2) character name; and (3) name of a custom list containing any classes to exclude from consideration.

-- new script actions: RemoveVal, RemoveString, RemoveList, and RemoveArea. Each removes a custom variable of its respective type from the custom variables the game is tracking. One parameter: variable name.

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