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 61 
 on: August 05, 2018, 10:21:27 AM 
Started by CraigStern - Last post by CraigStern
Thank you! I appreciate it. :)

 62 
 on: August 05, 2018, 10:19:15 AM 
Started by CraigStern - Last post by CraigStern
- gave artist feedback.

- fixed a big in which the game would not save items transferred to characters from the reserve supplies in the shop scene.

- fixed a null error bug I accidentally introduced into the unit loading routine when I implemented unit self-lighting.

 63 
 on: August 04, 2018, 01:59:54 PM 
Started by CraigStern - Last post by Seely
Big congrats on a successful campaign. I only wish I knew about it when it was going on. Looking forward to True Messiah!

 64 
 on: August 03, 2018, 11:00:58 AM 
Started by CraigStern - Last post by CraigStern
-- adjusted selfLight values for different lit destructible objects.

-- fixed a bug in which self-lit character and objects would nonetheless get the global lighting tint applied to them (resulting in visual oddities like darkened campfires).

-- fixed a typo in the selfLight attributes for spirits and lit destructible objects.

 65 
 on: August 02, 2018, 04:17:13 PM 
Started by CraigStern - Last post by CraigStern
That's certainly possible! I have so many things I need to do, though, that I'm not sure it rates. I'll add it to the "would be nice at some point in the future" list. :)

 66 
 on: August 02, 2018, 03:37:40 PM 
Started by CraigStern - Last post by bugfartboy
That would be pretty cool, if you get to!

If memory serves, weren't you thinking of adding a flickering or animated type of light to TT? Is the possibility for such a thing in the cards for the new engine?

 67 
 on: August 02, 2018, 03:21:11 PM 
Started by CraigStern - Last post by CraigStern
Right now, it lacks those capabilities--I would like to add those in at some point, however!

 68 
 on: August 02, 2018, 02:58:56 PM 
Started by CraigStern - Last post by bugfartboy
Will the new scripting system be able to add/remove/modify individual points of light, or are they hard-coded only?

Will the scripting system be able to change global weather?

 69 
 on: August 02, 2018, 02:50:50 PM 
Started by CraigStern - Last post by CraigStern
-- added weather effects to the game! They appear both in battle and in the map editor (as with global lighting, setting a Weather condition in map settings and confirming the change will make the map immediately preview the new weather). Weather effects currently supported: Rain, Snow, Heavy Rain, Heavy Snow, and Ash.

-- added the selfLight attribute to premade units; this functions like the old lighting attribute, but it has a few more properties you can play with. Delimited by forward slashes, the properties of selfLight are: size, intensity, R value, G value, and B value. All of these are floats, and behave the exact same way as free-floating point lights.

Lit campfire objects, for example, have this:

Code: [Select]
selfLight="2/1.5/1.6/1.2/0.7"
That's a standard smallish light, medium-low intensity, and reddish-orange in color.

 70 
 on: August 01, 2018, 03:45:19 PM 
Started by CraigStern - Last post by CraigStern
-- rewrote the default Introduction.xml cut scene that every new campaign starts with so that it serves as an effective mini-tutorial to using the cut scene editor.

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