The Sinister Design Forums

Please login or register.

Login with username, password and session length
Advanced search  

News:

Welcome to the new Sinister Design forums!

Pages: [1] 2 3 ... 10
 1 
 on: Yesterday at 03:00:13 PM 
Started by CraigStern - Last post by CraigStern
-- added text prediction to the Music field in the Map Settings window in the Cut Scene Editor.

-- the game now dynamically creates a list of all possible masteries by checking the masteries on all other items that exist in the game, then uses them for masteries predictive text

-- added text prediction to the Masteries field in the Item Editor.

 2 
 on: June 14, 2019, 03:29:25 PM 
Started by CraigStern - Last post by CraigStern
-- tweaked the rules a bit: sellable items can now be dropped from Reserve Supplies (just not sold).

-- finally replaced the ugly placeholder graphic for "FromPlayerRoster" spawns in the map editor with a graphic of little shadowy dudes.

-- added text prediction to the Music field in the Map Settings window in the Map Editor.

-- added a describer window tied to conditions text prediction in the Map Editor, explaining what each condition does.

-- added text prediction to the usability type field in the Edit Item screen in the Item Editor.

-- fixed an oversight in which Quest items could be sold in a shop or dropped from Reserve Supplies.

-- fixed: the game didn't red-out the "Drop" button on undroppable items.

-- fixed: if you created an item with no statPlus values, the game would throw a null error upon trying to parse it.

-- fixed: the phrase "Unlimited uses" in item tooltips would get cut off.

-- fixed: predictive text descriptions were broken in a few areas of the editing suite.

 3 
 on: June 13, 2019, 03:23:13 PM 
Started by CraigStern - Last post by CraigStern
-- created graphics for the Generated Talwar item and Laser Blast skill, imported them into the game.

-- items now support the attribute personalItem, a bool value that tells the game whether an item is locked to the character who possesses it a la Fire Emblem personal weapons. If it is, then the item cannot be traded or dropped--even if the owner dies in combat. (By default, items are not personal items.)

-- items now support the attribute sellable, a bool value that tells the game whether an item can be sold in the shop interface or dropped from reserve supplies. (By default, this attribute is true.)

-- the item editor now has check boxes that let you set whether an item is personal or sellable.

-- put limits on how far you can zoom in or out in the dialogue editor, thereby fixing a bug in which the player could zoom out so far that the editor becomes inverted.

-- the dialogue editor now automatically adds a NextBranch reply on every new branch, making it faster and easier to create basic dialogue trees.

-- fixed: the game would sometimes strip the Custom node out of Items.xml, preventing custom items from getting saved to XML successfully.

-- fixed: clicking reply type predictive text in the dialogue editor had somehow ceased to auto-populate the fields.

-- fixed: the New Game slot selection menu would sometimes display the wrong page.

-- fixed another bug relating to saving and loading items with apostrophes in their names.

 4 
 on: June 12, 2019, 03:11:33 PM 
Started by CraigStern - Last post by CraigStern
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.

 5 
 on: June 11, 2019, 02:35:37 PM 
Started by CraigStern - Last post by CraigStern
-- 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.

 6 
 on: June 11, 2019, 07:08:43 AM 
Started by jimmychu - Last post by CraigStern
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.

 7 
 on: June 10, 2019, 10:20:44 PM 
Started by jimmychu - Last post by stubbie
I have read in the Steam forum that the game has a memory leak which slows the combat down to a snails pace after long periods, especially in a long battle.
As the game does not save mid battle will alt/tabbing out and then going back into the game refresh the memory and thus increase the speed back to normal?

I don't have the game yet as that is related to the fact that the developer has not answered my request in the Steam forum to price the game in Australian Dollars, because without doing that no purchase button appears for me in Steam for this game.  :(

 8 
 on: June 10, 2019, 03:24:29 PM 
Started by CraigStern - Last post by CraigStern
-- 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.

 9 
 on: June 07, 2019, 03:24:05 PM 
Started by CraigStern - Last post by CraigStern
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!

 10 
 on: June 06, 2019, 03:42:05 PM 
Started by CraigStern - Last post by CraigStern
-- 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.

Pages: [1] 2 3 ... 10