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 61 
 on: February 08, 2018, 03:43:10 PM 
Started by CraigStern - Last post by CraigStern
-- you now select a terrain type from a palette when you enter paint mode; the map editor now paints the default tile for whatever tile type you selected for as long as you remain in paint mode.

 62 
 on: February 07, 2018, 01:09:24 PM 
Started by CraigStern - Last post by CraigStern
-- there are now buttons for adding and deleting objects, as well as raising and lowering elevation.

-- clicking the Paint button now enters "paint mode"; clicking and dragging across tiles in paint mode changes them to the currently selected tile type.

-- clicking the Elevation buttons now enters "elevation mode"; clicking and dragging across tiles in this mode raises or lowers them (depending on which elevation button you selected).

-- implemented camera controls; you can now move around the map in the map editor using WASD or arrow keys.

-- fixed an issue in which moving the camera via the keyboard would simultaneously cycle through the UI buttons at the top of the screen.

 63 
 on: February 06, 2018, 03:28:06 PM 
Started by CraigStern - Last post by CraigStern
-- began work on the map editor! Created 7 of the UI buttons, new map window; the editor now lets you generate a blank map of whatever dimensions you choose.

 64 
 on: February 05, 2018, 03:39:17 PM 
Started by CraigStern - Last post by CraigStern
-- characters shoved into water now appear partially submerged (but flying characters that move over water do not).

-- organized 3D objects, enforced consistent naming on files, created "open" variants for all doors and gates.

-- created a new look for movement tiles to make the distinction between spaces clearer.

 65 
 on: February 05, 2018, 09:25:46 AM 
Started by CraigStern - Last post by CraigStern
-- basic 3D terrain is now implemented! :)

 66 
 on: February 01, 2018, 12:48:10 PM 
Started by CraigStern - Last post by CraigStern
-- obtained a new triplanar shader to implement seamless tiling textures across 3D objects. (The old one was causing an annoying visual glitch.)

-- created a couple of objects that are simply clumps of grass with wildflowers, to add some variety to stretches of grass in maps. (This role was previously occupied by the grass tile in the 2D tilesets.)

 67 
 on: January 31, 2018, 04:09:18 PM 
Started by CraigStern - Last post by CraigStern
-- finished creating water shoreline transitions for all grass tiles, sand tiles, and snow tiles.

-- finished creating XML "tile" data for all existing 3D terrain assets.

-- adjusted the tile loading system so the game loads the 3D terrain assets now instead of 2D tiles.

 68 
 on: January 31, 2018, 02:07:48 PM 
Started by CraigStern - Last post by CraigStern
-- finished creating directional variants for all basic 3D land terrain (grass, dirt, snow, and sand)

-- finished creating water shoreline transitions for all dirt tiles.

 69 
 on: January 30, 2018, 12:16:07 PM 
Started by CraigStern - Last post by CraigStern
Had to get revisions on the 3D terrain to better demaracate the nature of transition spaces. Re-creating directional variations now. Also contracted out 3D floor tiles and cobblestone street tiles.

 70 
 on: January 24, 2018, 03:00:25 PM 
Started by CraigStern - Last post by CraigStern
-- received the first set of new 3D terrain to replace the old 2D tiles! (Tilesets: grass, dirt, snow, and sand.) Got them in-engine; now creating directional variations and organizing them into appropriate folders.

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