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 41 
 on: February 10, 2020, 04:33:40 PM 
Started by CraigStern - Last post by CraigStern
-- new script action: PortraitParticles. Lets you spawn 2D particle effects around a character's face in their portrait. Two parameters: portrait reference name, and particles preset name.

-- continued to improve the "relationship improving" visual effects.

-- added subtle blob shadows below 2D characters and objects.

-- fixed: the swordsman's Shove animation sprite sheet was being compressed inappropriately, leading to it not being palette swapped as intended.

-- fixed: the promotion process would throw a null error when undergone by characters without a Starting Skills stat (i.e. most premade, non-generated units).

-- fixed: save file slots would allow long campaign names to overflow into subsequent lines.

 42 
 on: February 09, 2020, 12:42:53 PM 
Started by CraigStern - Last post by CraigStern
-- added some extra UI sound effects that were missing for the army overview and reserve supplies screens.

-- improved the "relationship improving" visual effect; added a sound effect accompanying it.

 43 
 on: February 09, 2020, 12:00:15 PM 
Started by Ertxiem - Last post by CraigStern
That's interesting! In school, I was taught that ties always round upwards (away from 0), which is actually quite commonplace (and at least in this article, referred to as "the common method"). I wasn't even aware that other round methods for x.5 values existed until the other day!

 44 
 on: February 07, 2020, 05:31:31 PM 
Started by Ertxiem - Last post by Ertxiem
While reading the post regarding rounding of numbers:
[...]
-- fixed: Unity was rounding 0.5 down to 0 instead of up to 1, which is apparently because Mathf.RoundToInt() just uses C#'s default rounding, which was designed for banks and not for games.
I recalled that I learned in school the rule to round to the nearest number, with ties going to the even number. I used it in Physics, Chemistry and Statistics.

Curiosity drove me to take a look at Wikipedia. I was able to find that the reported oldest recommendation of rounding to the nearest number, with ties going to the even number was in a book from 1906. Several names are being used for this type of rounding: convergent rounding, statistician's rounding, Dutch rounding, Gaussian rounding, odd–even rounding, or bankers' rounding (this last term having a bit obscure origin, since there is no strong reference about banks using it).

 45 
 on: February 07, 2020, 04:21:48 PM 
Started by CraigStern - Last post by CraigStern
-- created a new visual effect for when character relationships improve! :)

-- changed some log commands that were inappropriately labeling normal outcomes as errors.

-- increased the deployment barks each procedurally generated character has from 2 to 3.

-- fixed: Unity was rounding 0.5 down to 0 instead of up to 1, which is apparently because Mathf.RoundToInt() just uses C#'s default rounding, which was designed for banks and not for games.

 46 
 on: February 06, 2020, 04:37:30 PM 
Started by CraigStern - Last post by CraigStern
Now that I've announced the game and its identity is no longer a secret, I'll be continuing the old developer's log here! (Wow, has it really been more than three and a half years since I started that thing?! Sheesh!)

We'll start modestly:

-- fixed: inventory buttons would inappropriately display in the recruitment screen when a recruit had nothing in their inventory.

 47 
 on: February 06, 2020, 02:16:09 PM 
Started by CraigStern - Last post by CraigStern
I announced Together in Battle! As expected, spreading around the announcement and getting the game's new official page set up took pretty much the entire day. Still, I'm rather satisfied with the effort! Going to see if I can fix a couple of small bugs in the recruitment interface before the day's over.


 48 
 on: February 05, 2020, 02:12:31 PM 
Started by CraigStern - Last post by CraigStern
Gearing up to publicly announce Together in Battle tomorrow! :D

In other news:

-- updated the CombineLists script action to support combining more than two lists in a single go. To combine three or more lists, delimit the additional list names in the second parameter with vertical bars (|).

-- combined the Good Letter and Bad Letter evening events into a single Letter event that is good or bad based upon who wrote the character. The letter-writer is one of that character NPCs, chosen at random, and the event makes them happy or upset based upon how good their relationship is with that NPC.

-- random evening events are now more likely to occur.

 49 
 on: February 04, 2020, 03:05:21 PM 
Started by CraigStern - Last post by CraigStern
-- the dialogue menu reply buttons now accommodate somewhat longer replies by dynamically shrinking the font size.

-- tweaked the placement of the new static health bars on mouseover.

-- implemented counters to track groups of recruits as they're being generated in the recruitment interface. The game now uses these to keep groups of recruits balanced: no group is allowed to be too overwhelmingly psy-based or strength-based, nor is it allowed to be too overwhelmingly male or female.

-- new script action: NPCsToList. Creates a list of names of NPCs (relatives, childhood friends, etc.) that were generated for a specified generated character. Seven parameters--only the first two are required, the rest impose requirements to narrow the list: (1) Character Name, (2) List Name, (3) Relation, (4) Location, (5) Species, (6) Gender, and (7) Is Alive (true or false).

-- new script action: SetStringByNPC. Finds an NPC (e.g. relative or childhood friend) for a specified generated character, then sets a custom string variable equal to one of that NPC's attributes. Four parameters: (1) Variable Name, (2) Character Name, (3) NPC Name, and (4) Attribute Type.

Supported Attribute Types: first name, nickname, relation, location, alive, species, gender, and associated feeling. (If nickname is chosen and an NPC has no nickname, the game will return the NPC's first name instead.)

 50 
 on: February 03, 2020, 04:27:51 PM 
Started by CraigStern - Last post by CraigStern
-- recreated battlefield pop-up objects in 3D so they remain onscreen in a fixed position relative to the battlefield even when the camera pans (thereby fixing an issue where damage pop-ups from enemy attacks would vanish offscreen the moment the camera panned in response to a counterattack), while also ensuring that they render above everything else in the scene (instead of popping up through walls and level geometry). It took a little while to get this to work with all of Unity's finicky systems, but now it's working! :)

-- did the same thing for various animated bars in battle so they don't slide around with the camera when panning around.

-- fixed: the level-up screen was still referring to equipment masteries as just "masteries."

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