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 on: January 30, 2020, 03:16:37 PM 
Started by CraigStern - Last post by CraigStern
Spent today dealing with PAX East logistics. Not my favorite, but it had to be done!

 on: January 29, 2020, 04:04:28 PM 
Started by CraigStern - Last post by CraigStern
-- the game now displays a "Missed!" message when an attack rolls below zero, or otherwise fails to hit a target that has a Dodge stat of 0 or less.

-- improved the formula governing how quickly visual effect projectiles move onscreen.

-- fixed: a bug in the way attack rolls were calculated allowed attacks should not have possibly been able to hit to land anyway.

-- fixed: when an AI-controlled character died to a counterattack, the game would accidentally call the determineNextMove() method twice in the AI handler class, resulting in two enemies moving concurrently after the end of the combat sequence.

-- fixed: the second character portrait during two-character camp activities was being placed overlapping the first character portrait.

 on: January 28, 2020, 04:43:02 PM 
Started by CraigStern - Last post by CraigStern
-- new script action: ShowTalking. Adds a talking symbol to the named character or portrait (or, if parameter is left blank, clears talking symbols from all all characters or portraits). One parameter: character name or portrait reference name. Note: when this action is called, the game will not auto-add talking symbols for the current branch of dialogue.

-- added sound effects to the deployment screen.

-- assigned missing facial expressions to proc gen "likes" dialogue.

-- rewrote the scripting on checking for plot events.

-- improved the scripting on the first major plot event dialogue.

-- fixed: generated dialogue was using outdated formatting for the AddPortrait actions, resulting in characters no longer sporting the correct facial expressions.

-- fixed: nighttime events affecting food stores didn't trigger animations in the info bar.

-- fixed: loading a new dialogue tree via LoadConv was not auto-clearing the actions queue.

-- fixed: the game would malfunction at the conclusion of a character's attack bark if combat zoom-in had been turned off.

-- fixed: level-ups would interrupt the conclusion of a combat sequence if combat zoom-in had been turned off.

 on: January 27, 2020, 01:44:40 PM 
Started by CraigStern - Last post by CraigStern
-- the recruitment screen now uses buttons to show you a recruit's inventory so you can mouse over items to see what they do.

-- the tab button now replicates the function of the Space Bar as a "next character" hotkey.

-- the "next character" function now returns the camera to focus on the deployment tiles when you've panned around during deployment.

-- fixed: the game would not save a log if 'L' was pressed during an AI turn in battle.

 on: January 25, 2020, 07:56:56 PM 
Started by CraigStern - Last post by CraigStern
-- the recruitment screen now uses buttons to show you character skills, and accounts for the effects of equipped weapons in the skill button tooltips!

 on: January 24, 2020, 02:15:22 PM 
Started by CraigStern - Last post by CraigStern
-- fixed: the outer bounds of the game's weather particle emitter did not scale along with camera zoom-out, meaning that the edges of it became visible once the camera zoomed out sufficiently.

-- fixed: the method for parsing conditions in maps would crash the whole program if it encountered formatting errors. It now handles errors much more gracefully.

-- fixed: for classes with no growth requirements, the game would always treat their growth requirements as unmet when generating characters without a forced class.

-- fixed: the character generator was missing failsafe "default" classes for spriggats and spirits.

 on: January 24, 2020, 11:19:09 AM 
Started by bugfartboy - Last post by CraigStern
Aha! I figured it out. The "for army" parameter in your Kill-All Victory condition is malformed.

 on: January 24, 2020, 07:45:50 AM 
Started by CraigStern - Last post by CraigStern
I've updated the Telepath Tactics Special Edition backer demo last night with all the improvements implemented this week.

 on: January 23, 2020, 05:05:07 PM 
Started by bugfartboy - Last post by bugfartboy
An in-game searchable reference for scripting and other documentation is in the works, but I simply haven't finished implementing that yet. (Scrollable drop-down menus are a real pain to code, so I'm hoping to avoid that approach!)
That, I definitely believe. Any kind of in-game reference would be an extreme improvement, so I look forward to seeing what you come up with!

Can you attach a copy of the map that's causing the game to crash upon testing?

See attached.

 on: January 23, 2020, 01:33:12 PM 
Started by CraigStern - Last post by CraigStern
Dealt with FedEx on the phone last night after they failed for two straight days to deliver my new dev computer (which I need to record the new game's announcement trailer!) Hopefully, they'll deliver it to a nearby store so I can just pick it up tonight. In other news, I booked a flight to Boston for PAX East, arranged housing, and designed a 5' x 9' banner for the new game and placed an order for it with my usual banner manufacturer.

Meaaaaaaaanwhile, in actual game development:

-- you can now turn off Combat Zoom-in within the game settings menu.

-- extended the mouseover area for stat icon tooltips in the stat growths and stats screens in the character creator.

-- the map editor now checks to ensure that there are at least two armies before letting you exit the armies sub-editor--and if there are not, it now tells you that the map must have at least two armies.

-- when you try to exit the map editor, it now checks to ensure that there is at least one character on the map. If there is not, the editor gives you a warning and an opportunity to correct the issue before exiting.

-- implemented try/catch error handling when creating placeholder graphics for new player campaigns, to see if this addresses an issue with the game simply stopping in place of opening a newly created player campaign.

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