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 ... 5 6 [7] 8 9 10
 61 
 on: June 15, 2018, 11:30:10 AM 
Started by bladeblade - Last post by CraigStern
Hey bladeblade! This is addressed under question #7 in the FAQ. If you haven't yet, I'd advise setting your system clock back to 2016 before running the installer. (For reasons too stupid to get into, we have to do this for the time being in order to fool a pointless security feature that Adobe put into Flash around the time Telepath RPG: Servants of God was made.)

 62 
 on: June 14, 2018, 05:47:00 PM 
Started by bladeblade - Last post by bladeblade
I bought Telepath RPG servants of god but I have a problem.
I keep getting this error whenever I try to open the game.
https://imgur.com/qpbQjzc
How do I fix this?

 63 
 on: June 14, 2018, 05:40:15 PM 
Started by bladeblade - Last post by bladeblade
I bought Telepath RPG 3 but I have a problem.
I keep getting this error whenever I try to open the game.
https://imgur.com/qpbQjzc
How do I fix this?

 64 
 on: June 14, 2018, 09:28:31 AM 
Started by CraigStern - Last post by CraigStern
-- the map editor will now successfully format and save Scripts contained within a map file when it saves the map.

-- the map editor will now successfully format and save Dialogue contained within a map file when it saves the map.

-- fixed a bug in which the map editor would overwrite elevation data in loaded maps with default elevation.

-- if you load a map containing units or objects not defined in the current campaign's PremadeUnits.xml file, instead of freaking out and crashing, the map editor now just skips over those units or objects and carries on.

-- fixed a small handful of bugs that were keeping the game from properly loading generic portraits for Either-gendered characters that had been loaded from PremadeUnits.xml.

 65 
 on: June 13, 2018, 12:04:28 PM 
Started by CraigStern - Last post by CraigStern
I've updated the True Messiah rulebook with a few wording changes, as well as a new page discussing the four messiahs--who they're rumored to be, what their strengths are, and what their distinct starting cards are.

 66 
 on: June 12, 2018, 02:59:00 PM 
Started by CraigStern - Last post by CraigStern
-- you can now load existing characters to edit within the character creator! When you load a character, you can click backward through the various character creation stages to edit stuff; all of the auto-generation of stats and growths and such will be turned off, and you can save at any time.

-- there is now a New Character button in the character creator so you can make multiple new characters in a row (or simply make a new character after editing a loaded character) without having to back out to the campaign editor in between.

-- you can now select "Either" as a gender when using the character creator. This creates a character with a generic portrait whose gender is chosen at random every time they are spawned (a la the enemies in Telepath Tactics). The creator will remove the random name generation button for such characters.

-- fixed a variety of minor (and not-so-minor) bugs in the character creator.

 67 
 on: June 11, 2018, 02:08:17 PM 
Started by CraigStern - Last post by CraigStern
-- the map editor can now save maps, correctly formatted with all relevant data (except for dialogue and scripts; I'll be adding those in later).

-- the game now successfully loads custom campaign maps!

-- the map editor, specifically, can now load custom campaign maps. It now contains a Load Map window which lets you select any map belonging to the current selected campaign (so long as it's a battle map and not a cut scene of some kind--the editor will let you know which ones are off-limits).

-- the unit properties window in the map editor now lets you add triggers to a unit.

-- alphabetized default premade objects for easier browsing in the map editor.

-- when you open a campaign in the campaign editor, it now lists your campaign's characters and maps right there on the screen; you can flip through them as "pages" to inspect them all.

-- fixed an oversight re: the game recognizing the "Either" value for the sex attribute when loading sprites.

 68 
 on: June 08, 2018, 03:20:38 PM 
Started by CraigStern - Last post by CraigStern
-- the map editor now has a Conditions window within the map settings that allows you to hand-type up to 10 separate conditions applicable to the map.

-- the map editor now has working "delete units" and "delete objects" modes, in which clicking a unit / object (as the case may be) deletes it from the map.

-- updated map editor behavior with regard to placing and deleting units and objects so that you can click and drag to "paint" instead of having to individually click each tile.

-- updated map editor behavior with regard to editing tiles beneath units and objects so that you can click and drag to "paint" below them.

-- units and objects in the map editor now automatically reposition themselves to match when you adjust the elevation of the tile they are on.

-- began coding the procedure for saving maps as XML files.

 69 
 on: June 07, 2018, 12:25:38 PM 
Started by CraigStern - Last post by CraigStern
-- the map editor now has a working New Object window that works in the exact same fashion as the New Unit window, but it loads destructible objects instead of characters. The selected objects can now be painted directly onto the battlefield.

-- added a "facing" field to the New Unit window. (It successfully picks the right direction if you fail to capitalize, or even if you totally mistype it, just so long as the first letter is correct.)

-- you can now paint player spawn points ("FromPlayerRoster") onto the battlefield in the map editor.

-- mousing over placed units in the map editor now produces a character tooltip, just as if they were in battle.

-- you can now click on placed units and destructible objects in the map editor to open a window that lets you edit their spawn turn, army, position, and facing, and lets you add tags and inventory items to them directly.

-- changed map editor behavior so that painting water, lava, and chasms is now super quick and easy; the maps now start out at elevation 1. Wherever you paint water, lava, or chasm tiles (provided the spot wasn't previously occupied by water, lava, or chasm tiles already), the elevation level now automatically sinks by 1, putting the waterline half a tile below ground level.

-- the map editor now properly loads tile data for tiles out of TileData.xml instead of using a hacky shortcut. (In related news, it now properly detects the appropriate height for spawning bridges over water, lava, and chasms.)

-- fixed a few outdated spriteSet values in PremadeUnits.xml.

 70 
 on: June 06, 2018, 03:35:18 PM 
Started by CraigStern - Last post by CraigStern
-- you can now click on tiles to place a copy of a unit there in the map editor when in New Unit mode.

Pages: 1 ... 5 6 [7] 8 9 10