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Messages - CraigStern

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Telepath Tactics / Re: Developer's Log
« on: August 24, 2015, 10:35:02 AM »
- added in a check to make sure the game doesn't accept non-numbers when loading up a saved seed. (If something that's not a number erroneously gets saved as the starting seed, the game will now just generate a new one.)

- added in code to have the game's menus adjust position to remain mid-screen when the game is scaling up its graphics.

True Messiah / Re: ???
« on: August 24, 2015, 08:30:09 AM »

General Discussion / Re: Ask the developer a question!
« on: August 24, 2015, 08:08:08 AM »
Er, sorry--that was in reference to the swf, not the exe.

How difficult would it be to remove a Val, Str, or Arr from their respective tables?

You mean, how hard would it be for me to implement a new script action accomplishing each of these? Not very. It's a matter of whether that's necessary.

Telepath Tactics Bugs / Re: Adobe Air on Fresh Install
« on: August 23, 2015, 11:59:16 AM »
Excellent--that's the rumor. I'll mark this resolved. :)

General Discussion / Re: Ask the developer a question!
« on: August 23, 2015, 10:59:37 AM »
The Windows and Mac builds are called TTwm. :)

True Messiah / Re: ???
« on: August 23, 2015, 09:05:12 AM »

General Discussion / Re: Ask the developer a question!
« on: August 23, 2015, 09:02:23 AM »
Each game has themes that I want to deal with; I don't have any kind of set agenda as such. :)

Telepath Tactics / Re: Telepath Tactics - opinions
« on: August 23, 2015, 07:14:19 AM »
I agree that the game could stand to have some UI improvements, but directly copying Fire Emblem would not do the job, as Fire Emblem is actually way simpler in terms of what relevant information there is for the game to show you!

In Fire Emblem, for example, each weapon gives you access to a single type of attack and that's pretty much it, so it's easy to compare them directly; in Telepath Tactics, by contrast, attacks are not always explicitly tied to weapons, and switching weapons can change access to (and properties of) multiple kinds of attacks at once!

Likewise, directly comparing an attacker to the target is easy in Fire Emblem because there are no AOE attacks and only one character can conceivably counterattack; but in Telepath Tactics, certain attacks can hit 9 or more characters at once, and each of those characters could potentially counterattack. I could definitely improve the UI in this area to show more information, but making it work like Fire Emblem would not be sufficient to account for the much greater range of tactical situations you'll find yourself in in TT.

Showing enemy attack ranges would also be of somewhat limited utility in Telepath Tactics for similar reasons: since most characters have access to multiple attacks, many with differing ranges, you'd never be able to tell what attacks you're at risk of being hit by.

So, yeah; I'm definitely open to improving the UI, but it's not nearly as easy as it first looks. :)

Telepath Tactics / Re: Developer's Log
« on: August 22, 2015, 10:57:24 AM »
- fixed bug where an incorrect Silithis ending shows up if you end the game with Silithis dead and Sarn Kamina alive.

Ah! Good catch. That's now fixed for the next patch.

Telepath Tactics Bugs / Re: Adobe Air on Fresh Install
« on: August 22, 2015, 08:08:32 AM »
All right; I just re-built and uploaded the Windows Steam version, just in case something got messed up in that one. Try it now.

Telepath Tactics Bugs / Re: Adobe Air on Fresh Install
« on: August 21, 2015, 01:56:52 PM »
Okay, let's try this:

1) Uninstall Telepath Tactics.
2) Download the Adobe AIR installer.
3) Make a shortcut of the Adobe AIR installer.
4) Right-click the installer, go to properties, click on the "shortcut" tab.
5) In the "Target" field, add -uninstall to the end of the existing text.
6) Run the installer; this should uninstall AIR properly.
7) Now run the original installer to install AIR.
8) Reinstall Telepath Tactics.

Telepath Tactics / Re: Developer's Log
« on: August 21, 2015, 01:44:46 PM »
I've just laid the groundwork for persistent, procedural dungeons (i.e. where the game remembers each floor and recreates it when you traverse up and down levels). Here's what we've got:

- procedural level generation now takes a seed parameter, meaning that it can now consistently reproduce a generated level! The new, tenth parameter is seed, a number. Feed it the exact same parameters 1-9 and then the same seed, and it'll remake the level exactly. (Leave the seed parameter blank if you want the game to supply its own seed.)

- game now saves and loads the current seed at the start of a scene! This two immediate consequences: first, you can no longer juke the RNG, getting different results out of the same set of actions merely by reloading a battle; and second, reloading a procedurally generated battle will now produce the same exact battlefield no matter how many times you do it, as the seed will remain consistent between reloads.

- new dialogue action: SetSeed. This has one parameter: a number. When this action is run, the seed is set to your chosen number.

- new special character: -SEED-. The game will automatically replace this character with whatever the current seed value is. (Note that the seed value changes every time the game generates a random number, so you'll need this to find out the current seed even if you'd set the seed to something specific at the start of the battle!)

- new special character: -STARTSEED-. The game will automatically replace this with whatever the seed value was when the scene first loaded.

- updated the manual with documentation on seeds.

Telepath Tactics / Re: Developer's Log
« on: August 21, 2015, 11:03:02 AM »
- fixed screen being off-center when game starts up in fullscreen scaled mode.

- buffed up the Mechanic Captain at the start of the Tarion battle, gave Tarion a wall of three Greater Red Spriggats to keep him from being KO'd on turn 1 via the adrenaline pill exploit (and to make the final approach to his location somewhat more challenging).

Telepath Tactics Bugs / Re: Adobe Air on Fresh Install
« on: August 21, 2015, 05:52:30 AM »
Hm. Are you all playing the game with Steam? I wonder if it's specific to that build...

Next suggestion--try running this Microsoft utility and see if that fixes it: (Adobe seems to think this'll work.)

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