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Messages - CraigStern

#31
Together in Battle / Re: Together in Battle Dev Log
March 11, 2024, 10:15:08 AM
- got in-game bug reporting up and working! Special thanks to Ross Przybylski for the PHP and SQL tips.

- added gamepad (and virtual keyboard) support to the Report an Issue screen.

- when using the virtual keyboard, the game now displays a flashing caret in the associated input text box as if the box were actually selected.

- fixed: gamepad focus on the virtual keyboard would get overriden by the underlying dialogue tree when input text was enabled in the very first branch of dialogue.

- fixed: the dialogue interface's virtual keyboard gamepad navigation was not working as intended when used in battles.
#32
Together in Battle / Re: Together in Battle Dev Log
March 08, 2024, 01:06:05 PM
Spent a ton of time trying to get an automatic online bug reporting feature working, but after about 6 hours of struggling with the decidedly unhelpful error reporting capabilities of PHP and MySQL, I am admitting defeat (at least for now) and implementing the following:

- the main menu now has a Report an Issue button; pressing it saves a log file and opens the Together in Battle "Bug Reports" forum on Steam.

- it is now possible for equipment-modifying items to add one or more tags to equipment.

- new weapon-modifying item: Counterweight. Permanently adds +5 accuracy to the user's current equipped weapon.

- new weapon-modifying item: Poison Sheath. Permanently adds tags to the user's current equipped weapon causing its skills to deal 1 bonus Poison damage and to have a chance of imparting Poisoned status.

- new weapon-modifying item: Reinforcing Spine. Permanently adds +5 maximum uses to the user's current equipped weapon.
#33
Together in Battle / Re: Together in Battle Dev Log
March 07, 2024, 09:46:17 AM
More artist feedback.

- began writing and scripting a blacksmith scene!

- extended the game's shop interface to support browsing and repairing weapons that have uses missing.

- new script action: ShowBlacksmith. This calls up the shop interface in "blacksmith mode", displaying weapons possessed by the group which are below their maximum uses left. Clicking a weapon in this mode causes it to be repaired in exchange for the repair cost (equal to the proportion of max uses to be repaired times the weapon's original sale price).

- new sound effect: Hammering.

- wrote a second "you have no characters" camp narration variant.

- changed the way Whetstones work: instead of providing +1 Strength for the rest of the battle, they permanently add +1 Strength to the user's current equipped weapon. They can now only be used once.

- whetstones are now rarer and more expensive.

- toned down the power scaling on Self-Repair: it now restores health equal to 1.5x Strength instead of 2.5x Strength.

- fixed: certain text sprites (such as Regenerating, Strength, or Talkable) had faint lines appear near the edges of the image due to trilinear filtering bleed from adjacent icons in the spritesheet.

- fixed: certain messages in the shop interface were missing localization support.

- fixed: the "no one is in camp" narration text was missing localization support.
#34
Together in Battle / Re: Together in Battle Dev Log
March 06, 2024, 12:34:10 PM
- new cutscene background added to the game: Blacksmith.

- updated Make Weapon camp activity narrations to make use of the Blacksmith background.

- added icons to the main daytime menu options in Kalkerapur.

- added icons to the main evening menu options in Camp, and to the main dialogue options during a one-on-one.

- reworked Engine Boost: it is now usable only once per turn, increasing maximum movement by 67% (i.e. by 2 for most golems) at the cost of 5 energy.

- puddles now spawn with water particles instead of smoke.

- reworded the bit in the introductory scene where the game asks if you want to enable manual saving so that people who think "roguelite" means "a game where you get a choice of 3 upgrades sometimes and also there's vertical progression" don't get confused.

- fixed: one of the character responses to being renamed slightly exceeded the available space for text.

- fixed: placing traps, bridges, and barricades had begun spawning spark particles after the last update.

- new special character added to the game: -ATKMOVETYPE-. Lets you check whether the current skill's move type is Normal, Parabolic, Teleport, ToTarget, WithTarget, or Special.
#35
Together in Battle / Re: Together in Battle Dev Log
March 05, 2024, 12:22:34 PM
- further refactored aspects of the game's movement code to make adding to (and changing things in) character movement easier.

- new trigger type added to the game: Move Over! These behave like Pressure triggers, except that they don't interrupt unit movement or clear the undo stack upon triggering. As such, they are intended purely for small, non-mechanics-related effects (particle effects, audio cues, etc.) when walking over certain spaces.

- new 3D particle effect supported: WaterSmall. A small splash for moving through shallow water (as opposed to the preexisting big splash used when falling into deep water).

- new sound effect added to the game: Water Splash Light. A much lighter splash sound than the existing Water Splash.

- puddles now visibly and audibly splash when characters walk through them.

- new optional parameter added to the PlaySound script action: pitch range. Accepts a range of positive decimal values, where 1.0 is the sound's normal pitch, values below 1.0 deepen the pitch, and values above 1.0 raise the pitch. If the parameter is used, the game will randomly choose a pitch value from within the supplied range when playing the sound effect.

- in battles with a rain weather effect, the game will now progressively spawn puddles randomly around the battlefield. The harder it rains, the more frequently puddles will appear.

- wrote a little tutorial blurb about rain and puddles in Battle at the Dry Mounds.
#36
Together in Battle / Re: Together in Battle Dev Log
March 04, 2024, 06:47:56 PM
Changes for version 0.6.10:

- new battlefield object: Puddle. Drops dodge and cold resistance while slightly raising heat resistance.

- added a chance of Pocket Sand appearing for sale in the shop.

- added a chance of Anatomical Treatise appearing for sale in the wandering merchant's shop after completing his quests.

- increased the effect of Anatomical Treatise from +5 accuracy to +10 accuracy.

- refactored some of the game's movement code to make it a bit less painful to change.

- fixed: the game made the "weapon breaking" noise when non-weapon equipment (such as Pocket Sand, Snare Kit or a Satchel Charge) went to zero uses.
#37
Telepath Tactics Liberated (2022) / Re: Dev Log
March 03, 2024, 10:16:20 AM
- boosted Umber Gnawbone's Psy by 6 and Energy by 36 when playing on Veteran difficulty or above.
#38
Together in Battle / Re: Together in Battle Dev Log
March 02, 2024, 02:31:34 PM
- fixed: some of the scripting for Battle in the Dissident's Den was not working as intended.

- IfGoneGoTo and IfGoneRun can now find objects by their load ID.
#39
Together in Battle / Re: Together in Battle Dev Log
March 01, 2024, 01:20:25 PM
Last night, I ended up pushing the next update early due to the Sensitive personality trait bug. Today, I spruced up the Together in Battle Steam store page, adapting in-game UI graphics to create nicer section headers.

Changes for version 0.6.01a:

- fixed: it was possible for characters chosen for the events A Crush or A Nice Bath to become romantically interested in characters they were already had a crush on (or were romantically involved with).

- fixed: the in-game documentation for SocialUnitsToList was missing the last parameter (amount).
#40
Together in Battle / Re: Together in Battle Dev Log
February 29, 2024, 02:41:45 PM
- wrote a new event: Clown For A Day.

- created new item graphic: Pouch.

- created new skill button graphic: Pocket Sand.

- created new sound effect: PoofCloud.

- new item: Pocket Sand. Grants Pocket Sand. Limited to 1 use.

- new skill: Pocket Sand. Has a 75% chance to cause Blinded for 2 rounds.

- fixed: there were a few lines of code I had been using for testing that turned almost every character Sensitive...lines which I forgot to turn off afterwards.
#41
Together in Battle / Re: Together in Battle Dev Log
February 28, 2024, 04:28:52 PM
- refactored the code for determining nighttime character activities to avoid unwanted behaviors when multiple characters have activities that reference (but do not include) a second character.

- created new item graphic: Book White.

- new item: Anatomical Treatise. Permanently boosts the user's Accuracy stat by 5.

- created new item graphic: Spring Shoes.

- new item: Spring Shoes. Grants Jump. Limited to 3 uses.

- new skill: Jump. Same as Leap, but has an after-attack behavior of Can Move instead of being unlimited.

- new sound effect: Boing.

- camp activities can now affect the health of everyone present in camp.

- revised the doctor's Treat Wounds activity so that it serves a purpose when not playing on Challenging or Challenging+ difficulty. In addition to its existing effect of curing 1 wound level for wounded characters, it now also restores 15% of missing health for all non-wounded characters in camp.
#42
Together in Battle / Re: Together in Battle Dev Log
February 27, 2024, 05:01:04 PM
- created ability, casting, hurt, and shove animations for Praetor Nero.

- created ability, axe, hurt, shield bash, and shove animations for Manbir Raksha.

- when a character first gets a crush on another character, their activity that evening will now always be to fantasize.

- wrote a new event: A Nice Bath.

- new mood type: Embarrassed. Narrates that a character feels embarrassed.

- new mood type: EmbarrassedAbout. Narrates that a character feels embarrassed about their interaction with a specified second character.

- fixed: height was set incorrectly for the promoted shadowling cast animation.

- fixed: camp activities like Fantasize were still plucking the characters being thought about out of the activity order for free rein.
#43
Together in Battle / Re: Together in Battle Dev Log
February 26, 2024, 03:26:21 PM
Changes for version 0.6.01:

- further improved the shop explanation for why characters want equipment: when the reason a character wants something is stat-related, the game now lists as many as 3 stats it'll improve (not just 1), making it possible to compare benefits from upgraded armor at a glance.

- received sunset and nighttime variants of the new Riverbank cutscene background; added them into the game.

- updated AssetNames.xml to make the most recent batch of cutscene backgrounds selectable in the cut scene editor.
#44
Hooray, I'm glad to hear it! What other issues were you running into with the shop menu?
#45
Together in Battle / Re: Together in Battle Dev Log
February 23, 2024, 02:13:04 PM
Worked on the update post, recorded gifs of Create Fire and Create Ice.

- added a tutorial for free exploration sections to the free-roaming portion of the Cavern Exploration job.

- added support for tracking whether the player has completed the exploration tutorial.

- added documentation for script actions used to check whether players have completed certain in-game tutorials.

- fixed palette swapping for the new portrait clothing assets.

- polished up the funeral cut scene scripting and dialogue.