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 61 
 on: December 27, 2018, 06:43:45 AM 
Started by CraigStern - Last post by CraigStern
Nope. (I'm not actually sure who that is!)

 62 
 on: December 27, 2018, 05:50:51 AM 
Started by CraigStern - Last post by Sythion
Was wondering, is the soundtrack in TSoG inspired by George Wintson? Some of the music is very similiar.

 63 
 on: December 26, 2018, 01:33:50 PM 
Started by CraigStern - Last post by CraigStern
-- reduced the movement speed of all characters in the game by 1. This will make it easier for players to gauge who can move where, will increase the importance of movement skills, will make it easier for me (and others) to design maps, and will reduce strain on the AI when calculating possible moves.

-- the Move Bonus status effect now grants +50% speed instead of +40% speed.

-- new script action: MoveCam. Two parameters: y coordinate and x coordinate. Moves the camera over to a point centered on the provided coordinates.

-- new script action: EndTurn. No parameters. Clears the script action queue, ends the conversation, and immediately ends the turn for the current player.

-- used the new OnVictory trigger to update the battle progression system such that the player progresses to the next fight only when he or she wins the last one.

-- units can now take fall damage from being dropped a single level of elevation (equal to 20% of their maximum health). Reduced the minimum fall damage from 5 to 4.

-- added tutorials on elevation effects and hazard tiles to the Dry Mounds and Oasis battles.

-- made it so the "no tutorials" choice from the qualifier battle carries over to subsequent fights.

-- received, integrated new backgrounds: arena night variant, town sunset and night variants, and dese palace night variant.

-- fixed a bug in which Jokester characters would sometimes take totally inappropriate actions during camp activities.

 64 
 on: December 24, 2018, 01:04:49 PM 
Started by CraigStern - Last post by CraigStern
-- tweaked a bunch of little UI things to make sure text shows up correctly on different displays.

-- fixed a bug where the game would incorrectly save a character's skills used mid-battle.

-- fixed the ID[] tag not working right on destructible objects as the target of script actions bug again after unintentionally breaking the previous fix.

 65 
 on: December 21, 2018, 02:44:15 PM 
Started by CraigStern - Last post by CraigStern
-- created an original battle to serve as the first "real" arena fight in the game.

-- took a stab at recreating one of the early fights from TPA1 in the new engine to serve as arena fight #2.

-- updated the arena scene with new dialogue and scripting leading to the new fights.

-- new dialogue trigger: OnVictory. One parameter: army number (or -1 for any army). Triggers dialogue as soon as the specified army wins the battle, before the victory splash shows up.

-- received, integrated the nighttime variant for the Dese Market background.

-- commissioned some new unit portraits.

-- gave artist feedback on new battle music (which is very close to finished!)

 66 
 on: December 20, 2018, 03:40:40 PM 
Started by CraigStern - Last post by CraigStern
-- when characters aren't paid, they now get one of several negative moods that can last for as long as a week.

-- did some work creating new premade enemy units for the new campaign.

 67 
 on: December 19, 2018, 03:22:46 PM 
Started by CraigStern - Last post by CraigStern
-- coded basic autotiling for elevated spaces. This automatically subs in more natural-looking cliff edge tiles for the blocky default tiles when painting terrain of varying elevations in the map editor.

-- added support for camp activities changing the mood of one or more characters.

-- fixed a few oversights in the tile data.

-- fixed a bug in which character portraits would sometimes inappropriately remain onscreen during camp activities when transitioning from a non-dialogue activity to a dialogue activity.

-- fixed a bug in which reverting to the default menu text after receiving a menu button warning would undo the processing for special characters in the default text.

-- fixed a crash bug that would sometimes during camp activity text where a character directly addresses the player.

 68 
 on: December 18, 2018, 02:58:21 PM 
Started by CraigStern - Last post by CraigStern
-- received, added new castle throne room background.

-- received, added new night and sunset variants for the Ship background.

-- updated the AddPortrait action so you can use generic portraits with it. To do so, start with Generic| for the portrait name parameter; then add the class name, then cap it off with _M or _F. For instance:

Code: [Select]
AddPortrait/Mechanic Spearman,Generic|Spearman_M,right

 69 
 on: December 17, 2018, 05:07:15 PM 
Started by CraigStern - Last post by CraigStern
I am planning to support custom calendars with customizable number (and names) of months, numbers of weeks in a month, and number of days in a week. However, I am not planning to support variations between months in terms of number of days, nor am I currently planning to support months with durations not evenly divisible by the days in a week. Those latter features would be annoying to implement, and for little discernable benefit.

 70 
 on: December 17, 2018, 04:59:04 PM 
Started by CraigStern - Last post by Ertxiem
[...]
-- new special character: -DAYOFTHEWEEK-. Returns an integer value between 0 and 6 representing whatever day of the week it currently is in-game.
[...]
I was wondering out of curiosity: how easy would it be to have custom durations for "months" and "weeks"?
For instance, would it be possible to have a month with 6 weeks with 5 days each?

Cheers

Ert

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