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Messages - CraigStern

Pages: 1 ... 3 4 [5] 6 7 ... 258
61
??? / Re: A new engine!
« on: June 12, 2019, 03:11:33 PM »
Had a playtest party for the game's campaign editor last night; today is devoted to fixing most of the bugs we found!

-- the campaign editor's help guide now only pops open on its own when you visit the Campaign Editor and there are no custom campaigns detected anywhere (that is: presumably, on your first visit).

-- repositioned the "randomize stats for level" window and redesigned the buttons to make it clearer that pressing confirm applies new, proc gen stats but doesn't close the window.

-- the Character Editor now supports negative resistances, negative dodge, and negative aptitude in character stats.

-- fixed a couple of issues with the regular expressions excluding certain characters from being typed into the bark input fields in the Character Editor.

-- fixed: generic units of specified gender were being treated as "Either" units for purposes of portrait generation in the Character Editor.

-- fixed: you could end up on the portrait-editing screen for generic characters by hitting the back button after choosing gender in the Character Editor.

-- fixed: the buttons in the Skill Progression sub-menu in the Character Editor were selecting regular Skills when clicked instead of adding to the unit's skill progression.

-- fixed: if you loaded a character with a unique portrait and backed all the way back to the choice between unique and generic, then chose Unique, the game would generate a new portrait for the character even if you made all the same species, gender, and class choices as the ones the character already possessed.

-- fixed miscolored outlines on one particular set of modular spriggat horns.

-- fixed: the Number Picker UI element would play the wrong sound effect when engaging wrap-around numbers.

-- fixed: hitting the New Item button in the Item Editor while already editing an item would result in the two interfaces overlapping instead of the new item window replacing the edit item window.

-- fixed a couple of null errors in the Load Map window in the map editor.

-- updated the Load Map window in the map editor with multi-page logic.

Also, in non-bug-fixing news:

-- added the reeds objects to the game (which I had somehow neglected to do before!)

-- updated the Attack on the Camp battle in the main campaign with the new tent objects, and enlarged the map using the new Add Row and Add Column feature in the map editor so it's less cramped.

-- updated the Battle with Bandits 1 battle in the main campaign with the new caravan wagon object.

-- fixed the scaling on the new caravan wagons to better match everything around them.

62
??? / Re: A new engine!
« on: June 11, 2019, 02:35:37 PM »
-- the campaign editor now has a little pop-up guide that directs you through the first few steps of creating your own campaign!

-- the Report interface now processes title and text for special characters.

-- the Report screen now completes the text animation when clicking mid-animation instead of immediately moving to the next page.

-- fixed: the game would crash upon trying to save characters with apostrophes in their names to XML.

63
Telepath Tactics / Re: Is it possible to save at mid-game?
« on: June 11, 2019, 07:08:43 AM »
Hey stubbie! Sorry, I don't read the Steam forums all that often. I just checked my Steam developer page, though, and it definitely says it's available to purchase in AUD. Maybe try again?

As to your question, I doubt it; alt-tabbing out of the game doesn't unload the game from memory, it just stops displaying it onscreen.

64
??? / Re: A new engine!
« on: June 10, 2019, 03:24:29 PM »
-- created a new XML reference for asset names to be used in the various editors, filled it with item images and music tracks.

-- the item editor now has working subwindows displaying all available item icons and all skills that equipment can grant a character; clicking them will change the item's icon / grant an additional skill.

-- fixed: the game would crash upon trying to save items with apostrophes in their names to XML.

65
??? / Re: A new engine!
« on: June 07, 2019, 03:24:05 PM »
More work on the item editor!

-- designed the basic interface, with fields representing every possible item property.

-- the item editor now successfully loads items right off the campaign editor screen, auto-filling each field with the appropriate value for that item and showing the item's image.

-- new items created in the editor are now properly saved to Items.xml!

66
??? / Re: A new engine!
« on: June 06, 2019, 03:42:05 PM »
-- began working on an item editor! :) I'm structuring this one so it can show up as a sub-editor within the other, main editors.

-- added item usability types to ActionsReplies.xml for predictive text guide purposes.

67
??? / Re: A new engine!
« on: June 05, 2019, 03:26:23 PM »
-- spent the day banging my head against a metaphorical wall trying to fix a really stupid bug with the new TextMeshPro input fields. No luck; will move on to something else tomorrow pending guidance from the Unity help forums.

68
??? / Re: A new engine!
« on: June 04, 2019, 03:31:38 PM »
-- added Tab key browsing to the input fields in all of the various windows in the cut scene editor.

-- added Tab key browsing to the input fields in all of the various windows in the character creator.

69
??? / Re: A new engine!
« on: June 03, 2019, 02:16:30 PM »
-- received new 3D destructible object models! These are new, 3D versions of the game's tents and caravan wagons that will allow these objects to be oriented in different directions on the map (i.e. not always with the wagon door / tent entrance facing down).

-- updated premade unit data for these objects referencing the new 3D models, and with new directional variants.

-- adjusted the default positioning of self-lights on units.

-- the unit selfLight attribute now supports two additional properties: Y offset and X offset. These allow you to place self-lights relative to the self-lit unit (as opposed to the lights simply always being centered on the unit).

-- used the new Y and X Offsets on self-lights to have light appear to be emitting from the tent openings on lit tent objects.

-- fixed: hitting New Map in the map editor after working on an existing map wouldn't clear the point lights, nor reset global lighting and weather.

-- fixed: in the map editor, narrowing the displayed objects in the New Object menu with a search, selecting an object, painting the object, then reopening the menu and flipping to another page of objects would result in the game displaying objects as if they were not narrowed by a search.

70
??? / Re: A new engine!
« on: May 31, 2019, 03:12:42 PM »
-- character portraits now support piercings as an independent accessory type.

-- created portrait data for lissit scars and piercings!

71
??? / Re: A new engine!
« on: May 30, 2019, 03:21:27 PM »
-- received, integrated new background into the game: Psy Academy classroom. (There are now 44 cut scene backgrounds in the game!)

-- created portrait data for new spriggat accessories: 4 new scars and 3 new tattoos!

-- updated "delete frame" logic in the cut scene editor to play nice with the new frame picker UI code.

-- fixed an error in how the game was counting cut scene narration frames within the frame picker UI element.

72
??? / Re: A new engine!
« on: May 29, 2019, 02:21:56 PM »
-- recreated the small 1-v-1 multiplayer map from Telepath Tactics "Little Lava Cave"; realized I need to commission some new tile variants for the Cave tileset.

-- tweaked the "lava" global lighting preset to more closely match the Telepath Tactics lighting.

-- fixed a couple of UI layering issues with the skill selection windows in the character creator.

-- fixed a null error in the shop editor when editing stocks on a new shop.

-- fixed: some of the code in the cut scene editor responsible for changing the text in various menu buttons hadn't been updated to reference the new TextMeshProUGUI component in each button in lieu of the old Text component.

73
??? / Re: A new engine!
« on: May 28, 2019, 03:38:57 PM »
Gave artist feedback.

-- fixed a crash bug in the character creator.

74
??? / Re: A new engine!
« on: May 24, 2019, 01:26:01 PM »
Gave artist feedback.

-- created a sub-window in the character creator's portrait builder that lets you select scars, tattoos, and accessories for the character's portrait!

-- fixed: wrap-around numbers on the number picker UI object only worked when incrementing upwards, and would descend into negatives when incrementing downwards.

75
??? / Re: A new engine!
« on: May 23, 2019, 02:27:03 PM »
-- received "yelling" mouth variants for every single portrait in the game! Imported them into the game and formatted them all.

-- three new portrait expressions are now supported: Yell, Yell Mad, and Shocked.

-- added the new facial expressions to the expression chooser sub-window within the portrait builder in the character creator.

-- renamed a couple of misnamed portrait assets.

-- fixed: the portrait builder wasn't letting you choose hand poses for the shadowling portraits.

-- fixed a couple of UI blemishes in the character creator.

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