The Sinister Design Forums

Please login or register.

Login with username, password and session length
Advanced search  


Welcome to the new Sinister Design forums!

Pages: 1 2 [3] 4 5 ... 10
 on: May 29, 2020, 04:25:52 PM 
Started by CraigStern - Last post by CraigStern
-- received new, painterly interface art from Franklin Chan that better matches the aesthetic of the cut scene backgrounds. Spent all day incorporating it into the game's battle interface.

 on: May 28, 2020, 04:21:07 PM 
Started by CraigStern - Last post by CraigStern
-- further improved gamepad navigation behaviors through menu elements laid out non-linearly in 2D space.

-- finished up the recruitment interface--you can now navigate around and inspect all of the character stats, skills, and inventory items for each recruit before hiring.

-- you can now navigate to the settings screen on the title screen, and can navigate the settings screen itself and change settings, using the gamepad.

-- the gamepad can now be used to skip the game's intro movie.

-- began work on gamepad controls for battle.

 on: May 26, 2020, 05:06:35 PM 
Started by CraigStern - Last post by CraigStern
-- more work on gamepad navigation of the recruitment interface today, primarily focused on getting navigation behaviors consistent with what I would expect. Made good (but annoyingly slow) progress.

 on: May 24, 2020, 10:26:17 PM 
Started by CraigStern - Last post by CraigStern
-- you can now navigate the recruitment interface using a gamepad.

-- the mouse cursor is now locked and invisible when in gamepad control mode.

-- fixed: the game was sometimes ending up with the last menu element in a menu selected in gamepad mode when said element was disabled.

 on: May 23, 2020, 08:20:37 AM 
Started by CraigStern - Last post by CraigStern
-- fixed some issues in the gamepad movement behavior, including (but not limited to) tweaking timing and dead zones and detecting when the player likely intends to only move vertically or horizontally and locking out diagonal drift. The player can now easily just hold down in a direction to go through a menu quickly without sacrificing the ability to easily tap to go one entry at a time. Due to all this, the gamepad controls now feel much, much smoother and more predictable.

-- the game now systematically detects when page-advancing arrows are not present in the UI and disables their associated menu elements so the player doesn't end up selecting non-existent arrows with the gamepad.

-- record a little "tick" sound effect for moving the cursor to a new UI element in gamepad mode; it's now implemented in-game and working nicely.

 on: May 22, 2020, 10:03:38 PM 
Started by CraigStern - Last post by CraigStern
Oof. It turns out, coding gamepad controls for a ton of different menus is a real pain. Still, I'm making progress, slow as it may be!

-- you can now navigate the title screen's main menu, new game menus, and load game menu entirely using a gamepad. The left joystick and D-pad move from UI element to UI element, the confirm button selects, and the cancel button closes out the current menu.

-- you can now navigate cut scene narration entirely using a gamepad by using the confirm button to advance.

-- you can now navigate dialogue trees entirely using a gamepad; the selectable entries reflect the number of replies available. The left joystick and D-pad move from reply to reply and the confirm button selects.

-- you can now navigate custom cut scene menus entirely using a gamepad; the selectable entries reflect the number of buttons shown. The left joystick and D-pad move from button to button, prompting their pop-up tooltips, and the confirm button selects.

 on: May 17, 2020, 08:41:31 PM 
Started by CraigStern - Last post by CraigStern
-- created a new game setting UI element for changing the game's control scheme based upon a list of Mouse and Keyboard plus whatever gamepads are connected.

-- the game now saves your choice of controller based on your selection and loads it upon restarting the game.

 on: May 13, 2020, 03:47:54 PM 
Started by CraigStern - Last post by CraigStern
-- you can now click to skip through the "day changing" animation in the calendar.

-- improved the click-and-drag camera panning code. It now takes account of the framerate and zoom-out level, and adjusts click-and-drag-pan distances proportionally. This makes click-and-drag camera panning feel much smoother and more related to your inputs.

-- the cursor now changes to a grabby hand while click-and-drag panning the camera around.

-- there is now a "recruitment guide" overlay to introduce new players to the various features of the recruitment interface. The player can access it themselves by hitting the new '?' button in the recruitment interface.

-- added a damage fall-off tutorial to Battle at the Oasis.

-- added appear and disappear animations to the terrain inspector when it's toggled on and off to make it easier to see what change is occurring.

-- added the star icon alongside character level in the character screen, level-up screen, and recruitment info displayer in order to be consistent about its usage and ensure that the player can more easily infer what the icon refers to.

-- fixed: scaled-up instances of the bespoke 2D particle system spawned particles at the larger scale, but their velocity remained unchanged, causing them to appear to move much too slowly relative to their size. (Their starting velocity and gravity values are now scaled proportionally to fix this.)

-- fixed: it was possible to trigger part of an earlier tutorial in the qualifier fight after effectively skipping it.

 on: May 13, 2020, 09:29:58 AM 
Started by Longchamps - Last post by CraigStern
Hey there Longchamps! Glancing through the log you provided, it looks like you set the game to use 2-versus-2 alliances rules on a 2-army map:

295 | running determineAlliances()!
296 |      determining multiplayer alliances ; alliancesType = 2-versus-2
297 |      assigning Player 1 to alliance Eagle Alliance
298 |      assigning Player 2 to alliance Eagle Alliance

The game evidently thinks the orange and blue armies belong in the first alliance, and since no unallied armies are present on the stage, it's automatically giving you both the win. Try changing the alliance rules for your local match--that should fix it. :)

 on: May 12, 2020, 08:30:22 AM 
Started by Longchamps - Last post by Longchamps
Hello I have recently acquired this game and have being unable to have any kind of local matches, tried many combinations of modes and opponents but always the game automatically ends with a victory as soon as I click to continue. Thanks for the help

Pages: 1 2 [3] 4 5 ... 10