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 11 
 on: March 13, 2020, 03:28:51 PM 
Started by CraigStern - Last post by CraigStern
The Steam page was approved! Got my video editing software set up on my new dev computer so I can improve upon the alpha teaser for the Steam page.

-- added a bit to the list of possible human character names.

-- wrote some more camp activity narration.

-- created a new life skill: gambler.

-- the attributes in camp activities (e.g. fam1, mor1, food, aura, etc.) can now use custom integer variables.

-- fixed: attack tiles registered a click upon mouse down rather than upon mouse up, which could cause situations in which you clicked to attack an ally or heal an enemy, and then--unintentionally, with the same exact click--instantaneously selected a button in the resulting warning pop-up window either canceling or proceeding with the attack.

 12 
 on: March 12, 2020, 03:29:57 PM 
Started by CraigStern - Last post by CraigStern
I finally finished making the frankly ludicrous array of different graphics Steam requires for a "Coming Soon" page, then submitted the page to them for review! On the "actual game development" front:

-- 2D particle effects now have an optional "enforce minimum distance" attribute that prevents them from randomly spawning clustered too close together (as was happening sometimes with some of the floaty heart and exclamation point particles).

-- improved the look of the exclamation point particles.

-- fixed: chasm tiles no longer have landing particle associated with them.

-- fixed: tile data was missing for the most common cave-chasm transition tiles.

-- fixed: the "select next unit" function would trigger pop-up text over every character it checked who was frozen, stunned, or had ended their turn.

 13 
 on: March 11, 2020, 03:29:33 PM 
Started by CraigStern - Last post by CraigStern
Worked on the Steam page. Additionally:

-- fixed: if you loaded a map with deployment set to true but no deployment tiles, the game would not let you proceed.

-- fixed: due to a dumb typo in the code, particle effects in battle and in the map editor on long, narrow maps could produce null errors.

 14 
 on: March 10, 2020, 01:30:14 PM 
Started by CraigStern - Last post by CraigStern
-- made improvements to the particle system.

 15 
 on: March 09, 2020, 03:28:51 PM 
Started by CraigStern - Last post by CraigStern
-- the game's bespoke 2D particle system now supports multiple distinct groups of particles with different settings all tied to the same particle effect. Laid groundwork to support custom effects.

-- created a new particle type for when characters gain familiarity to better distinguish it from gains to friendship and romance.

-- better error handling surrounding malformed camp activity narration xml.

-- added a "copy skill attributes" function to the skill editor. This lets you select an existing skill (including any of the game's default skills); whatever skill you select, the game will populate every field in the Edit Skill window (except for skill name) with the attributes of that skill. You can then easily edit the values to your liking and save the skill as its own distinct skill.

-- added in Knockback Timing as a field in the skill editor. The skill editor now correctly loads and saves knockback timing for skills.

-- updated the in-editor description for impact timing in the skill editor to reflect the new seconds-based timing system.

-- fixed an annoying little UI thing: when you used a hotkey to select a skill with your cursor was already over the target, the attack tile would spawn without displaying damage or accuracy info, nor would it spawn the hit reticles (because spawning with the cursor already there would not trigger the mouseover listener).

-- did the same for move tiles, as when selecting a character via the "next character" hotkey.

 16 
 on: March 08, 2020, 02:45:36 PM 
Started by CraigStern - Last post by CraigStern
-- fixed a couple of formatting errors that had recently crept into the camp activity narrations xml file.

 17 
 on: March 06, 2020, 04:24:11 PM 
Started by CraigStern - Last post by CraigStern
-- started writing a new side quest with accompanying battle.

-- fixed: the "army color" indicators in the map editor's army sub-editor ended up with compression settings that messed up their palette swapping.

 18 
 on: March 06, 2020, 07:10:31 AM 
Started by CraigStern - Last post by CraigStern
Thank you! The best I can say right now is "2021." I'd like to have it out earlier rather than later, but we'll see how much progress I make.

 19 
 on: March 06, 2020, 12:10:48 AM 
Started by CraigStern - Last post by Sythion
Is there a tentative release date for TiB? And just wanted to say, the teaser trailer looks great, and music a solid 10/10!

 20 
 on: March 05, 2020, 10:54:25 PM 
Started by CraigStern - Last post by CraigStern
Released the alpha teaser trailer.

-- improved the impact timing on explosive attacks.

-- got the Charge, Leap, and Shadowport skill timings to sync up correctly with their respective character sprite animations.

-- fixed: the map editor and cut scene editor load menus were listing loadable and unloadable scenes incorrectly.

-- fixed: status effect icon timing was off, and would sometimes fail to display at all.

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