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Messages - CraigStern

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??? / Re: A new engine!
« on: January 09, 2017, 03:33:15 PM »
Instead of first panning over to the attacker and then panning over to the target, the game camera now pans to a point equidistant between the attacker and target, then stays put for the remainder of the attack sequence.

The game can now import and parse tile data from XML. The game can now import XML level files and parse level objectives, conditions, and miscellaneous level info.

??? / Re: A new engine!
« on: January 08, 2017, 11:49:22 AM »
Got "Create" skills working.

The actions menu now disappears when targeting an attack, and reappears after the attack concludes (or when the attack is canceled).

??? / Re: A new engine!
« on: January 08, 2017, 09:14:30 AM »
The game camera now pans over to the attacker and smoothly zooms in when an attack is launched, then pans over to the target, then zooms back out again a second or two after the attack hits. The zooming in effect will provide a much nicer view of the game's sprites and animations. :)

??? / Re: A new engine!
« on: January 07, 2017, 11:51:23 AM »
Destructible objects now load properly, and react correctly when moused over.

??? / Re: A new engine!
« on: January 06, 2017, 03:40:41 PM »
When loading data on the game's skills, items, and premade characters, the game now loads the skill, item, and premade character data specific to whatever the current campaign is. It then supplements that data with any non-duplicative entries it can find from the default data folder. If identically named entries appear in both places, the game will go with the current campaign's variant instead of the default version (i.e. if Bandages appear in both places but the campaign has them useable 3 times instead of 2 and healing 14 health instead of 12, the campaign version will govern).

Premade characters are now loaded with their starting inventory in place; any inventory items that are marked to start out equipped (with an [E] symbol), the characters spawn with those items equipped.

??? / Re: A new engine!
« on: January 06, 2017, 12:49:47 PM »
Got turns working in the battle engine; pressing End Turn (or the E hotkey) ends the current turn, moving to the next player. When all players have had a turn, the round ends and the first player goes once more. Ending a turn resets all characters appropriately.

Altered the formatting of special characters within character dialogue in XML so that I can include bracketed character actions within dialogue variants (see e.g.)

Orange "dummy tiles" showing enemy movement range now no longer interact with the mouse.

Left-clicking a character who has move tiles (or dummy tiles) already visible onscreen will now toggle them off.

Saved game files now store the name of the campaign, the player's current money, a dictionary that can be used to track the player's current reputation with various different factions, and a common (reserve) inventory.

??? / Re: A new engine!
« on: January 05, 2017, 03:08:23 PM »
The game engine now successfully loads premade characters from XML! :D

??? / Re: A new engine!
« on: January 04, 2017, 09:04:14 PM »
Nope: Accuracy above 100 basically offsets Dodge (a character with accuracy of 120 will be able to always hit a character with Dodge of 20 or less using most attacks); it can also be used to compensate for the miss chance on certain inherently inaccurate attacks (like Overhead Chop, Throw Axe, or Arced Shot, which incur an accuracy penalty in exchange for greater range or damage). Along these lines, it also partially mitigates the effects of being Blinded.

Just in general, crits are really not something I'm planning to include in my games anytime soon.

??? / Re: A new engine!
« on: January 04, 2017, 02:41:19 PM »
New item: Foreseeing Orb. When equipped, grants Reflexes +2 and Accuracy +20.

Reworked the way "CharClasses.xml and ObjClasses.xml" data is stored to permit quicker and easier loading of premade characters.

Reformatted all of the unit data from the "The Vengeance of Emma Strider" campaign to meet the new format.

??? / Re: A new engine!
« on: January 02, 2017, 05:19:32 PM »
Equipped items now add their tags to the character.

Unequipping an item now removes the item's associated skills, tags, and stat modifications from the character.

Attack dependencies are now working (e.g. if skills use a weapon, characters can no longer use them without having the appropriate type of weapon equipped).

Characters no longer attempt to dodge or block skills originating from other characters on their team, provided those skills either deal no damage or have knockback (e.g. Shove, Pull, or Throw)

??? / Re: A new engine!
« on: December 30, 2016, 03:12:59 PM »
Mousing over a status effect icon in the character screen now produces a pop-up with the name of the status effect and a short description of what it does.

??? / Re: A new engine!
« on: December 30, 2016, 12:42:07 PM »
The afterAtk attribute of a character skill ("End Turn", "Can Move", "Use Once" or "Unlimited") now gets applied to the user.

Characters will pop up text that says "Turn is over!" if you try to select them after they use an "End Turn" skill.

A "Use Once" skill that has already been used will become redded out in the Actions Menu, and no longer selectable.

After using a "Can Move" skill, all of that character's skills become redded out in the Actions Menu, and no longer selectable.

??? / Re: A new engine!
« on: December 30, 2016, 09:16:53 AM »
Created a clickable pop-up message box class; it's now used within the level-up screen to notify the player when a character gains a new attack, a new mastery, a new counterattack, or a bonus stat proficiency (i.e. anything at all other than your standard-issue stat increases).

The message box can queue up multiple messages, and will proceed through them as the player clicks; when no more messages remain and the player clicks, the message box will vanish.

??? / Re: A new engine!
« on: December 29, 2016, 04:11:32 PM »
A "grayed out" effect is now applied to characters after they use a turn-ending attack.

??? / Re: A new engine!
« on: December 29, 2016, 03:02:51 PM »
New assassin skill: Hide. (Makes the AI a lot less likely to consider the unit a viable target.)

New spriggat skills: Deep Breath (ends the turn, but boosts the user's psy by 50% until the end of the following turn); and Dive (a powerful claw attack with 1 space of knockback).

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