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Messages - CraigStern

Pages: 1 ... 6 7 [8] 9 10 ... 227
106
??? / Re: A new engine!
« on: April 19, 2017, 02:43:48 PM »
- the game now has working rest animations for the male and female assassin.

107
??? / Re: A new engine!
« on: April 18, 2017, 02:26:37 PM »
- commissioned art for a new tier of procedurally generated weapons.

- the game now has working rest and walk animations for the male and female bowman.

108
??? / Re: A new engine!
« on: April 13, 2017, 01:46:20 PM »
- have a new special effect animation for when a character places a "hold" effect on a space (see below).

- the game now has working rest and walk animations for the bronze golem class.

109
??? / Re: A new engine!
« on: April 12, 2017, 11:05:03 AM »
- the game now has working rest and walk animations for the male and female swordsman, for shadowlings, and for the gasul class.

Current progress on implementing walk and rest animations for the unpromoted classes:

Assassin
Axefighter
Barudit
Bowman
Bronze Golem
Cavalier
Crossbowman
Cryokineticist
Dark Spriggat
Engineer
Frost Spriggat
Golden Spriggat
Gasul
Kineticist
Mentalist
Photokineticist
Psy Healer
Pyrokineticist
Red Spriggat
Shadowling
Skiakineticist
Spearman
Spirit
Stone Golem
Swordsman

110
??? / Re: A new engine!
« on: April 10, 2017, 03:05:50 PM »
- the game now has working rest and walk animations for the male and female axefighter. (For those of you counting: that's 8 classes down, and 17 or so left to go...plus another 25 for the promoted classes.)

111
General Discussion / Re: Ask the developer a question!
« on: April 10, 2017, 03:04:30 PM »
The thought hadn't occurred to me, no. Why?

112
??? / Re: A new engine!
« on: April 07, 2017, 02:30:08 PM »
- the game now has working rest and walk animations for the male dark spriggat, as well as the male and female golden spriggat.

- spriggat portrait elements fixed to permit dynamic palette-swapping between spriggat sub-types.

113
??? / Re: A new engine!
« on: April 06, 2017, 12:40:50 PM »
- the game now has working rest and walk animations for the male red spriggat and female dark spriggat.

114
??? / Re: A new engine!
« on: April 05, 2017, 03:28:14 PM »
- condensed all red, dark, and golden spriggat animations down into single sprite sheets for better performance / memory usage.

- the game now has working rest and walk animations for the female red spriggat.

115
??? / Re: A new engine!
« on: April 05, 2017, 10:07:50 AM »
- fixed an issue where Unity was improperly interpolating sprite position in between animation frames, causing movement to look weird

- the game now has working rest and walk animations for the male and female barudit, male and female frost spriggats, and the stone golem all in and working. Three classes down, 21 left to go!

116
??? / Re: A new engine!
« on: April 03, 2017, 01:54:02 PM »
- got male frost spriggat rest and movement animations into the game.

Also, some more character portrait improvements:

- mustaches are now palette-swapped to match character hair color.

- mentalist diadems are now palette-swapped to the correct army color, and are positioned correctly based on head shape.

- nose position is now tweaked algorithmically based upon the character's particular nose size variation.

117
??? / Re: A new engine!
« on: April 03, 2017, 12:26:28 PM »
- worked with the author of the palette-swapping plugin to get it so elements can now be palette-swapped among an arbitrary number of palettes.

- characters are now generated with variable eye color; eyes are now palette-swapped to match skin color, hair color (for eyebrows), and eye color.

118
??? / Re: A new engine!
« on: March 31, 2017, 01:16:42 PM »
- updated battles to use new Set Army Alliance format.

- implemented Go First condition.

- imported unit sprite sheets and began the long, slow, boring work of individually creating animation controllers for each unit type, creating animations for each animation in the unit type, splitting the sprite sheets into frames, assigning the correct frames to each animation, and setting up triggers for said animations in their respective animation controllers. (Unity kinda sucks for 2D animations; it's gonna be a while before I'm done with this. Hence, why I've just been using lissit for everything thus far.)

119
??? / Re: A new engine!
« on: March 30, 2017, 09:26:25 AM »
- the Mind Shock animation is complete! :D

120
??? / Re: A new engine!
« on: March 29, 2017, 01:36:27 PM »
- preliminary work on the AI class has begun! The game now performs an initial analysis of all units on the battlefield when a computer-controlled player's turn begins. This initial analysis consists of assigning each unit a base target value based on its status as a character versus an object; the unit's ability to heal other units; whether the unit is the subject of a Protect Char victory condition; and any TargetValue multiplier tags the unit may possess. The game then makes a note of whether the unit is an ally or not, taking any TreatAsArmy tags present on the unit into account.

- as part of getting the above working, the game now ties individual units to the Protect Char and Capture Char conditions present on a given level.

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