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 on: June 05, 2018, 11:56:46 AM 
Started by CraigStern - Last post by CraigStern
-- rewrote a pointlessly convoluted and inefficient character lookup routine I wrote in the early stages of developing this engine, back when I was apparently on crack.

 on: June 04, 2018, 03:53:01 PM 
Started by CraigStern - Last post by CraigStern
-- created the New Unit selection window for the map editor. Available units are loaded from XML based on the current campaign, then displayed sequentially; clicking one selects it as the current character to be painted onto the map. (In an improvement over the original Telepath Tactics map editor, multiple pages of units are supported.)

-- filled out tile data for all of the dozens of new tile variations; corrected a numbering error with some of the existing tile data.

-- created a shadowy "portrait missing" portrait.

-- when the game cannot find a designated character portrait, instead of displaying a visually jarring white box, it now loads up the "portrait missing" portrait instead.

-- reduced the size of the map editor's palette chooser window to a more reasonable size reflecting the amount of terrain types actually available to paint.

 on: June 01, 2018, 01:12:06 PM 
Started by CraigStern - Last post by CraigStern
-- added a Surrender button to battle; when pressed, the battle is stopped, the player gets 25% of the aura he or she would have gotten if they'd won, and team morale drops by 2.

-- you can now click anywhere on the screen to remove the turn box and victory box in battle, not just on the boxes themselves.

-- cut the screen-edge panning activation areas in half; the cursor now has to be right on the screen edge to activate it.

-- fixed a bug in which players could move the camera around and interact with the things while the turn box remained onscreen in battle.

-- fixed a bug in which the game was showing the actions menu beneath the victory/defeat screen at the conclusion of battles.

-- fixed a bug where the game was clearing pop-up text before its animations finished.

 on: May 31, 2018, 01:40:24 PM 
Started by CraigStern - Last post by CraigStern
-- created a map settings window in the map editor where you can edit the map's name, musictrack attribute, nextbattle attribute, winAura attribute, and objective(s).

-- created directional variations of every instance of the "3Tip," "XTip," "PJunc," "P2Junc," and "TJunc" terrain transitions for all basic terrain types.

-- implemented autotile detection routines for "tip" transitions (those that take account of each tile's diagonal cornering tiles).

-- the map editor now continuously monitors the map for whatever tileset is most common among all the tiles present. Whenever this "base tileset" flips to a different set, the editor now automatically re-bakes all of the tile transitions using the new set as the base.

-- fixed an issue in which the map editor would fail to select an appropriate variant for tiles bordered on an equal number of sides by two distinct tilesets.

-- the game now automatically selects the name input field when creating a new campaign in the campaign editor.

-- various bug fixes.

 on: May 30, 2018, 01:36:15 PM 
Started by CraigStern - Last post by CraigStern
-- created "fade in from black" and "fade out to black" scene transition effects.

-- cut scene text only begins to animate once the fade in completes; scene transitions are now triggered at the conclusion of the fade out.

-- implemented fade-in and fade-out on all Unity scenes, providing a much smoother and more polished feel to all scene transitions.

-- created the UI framework for issuing nighttime orders.

-- implemented nighttime orders for group introductions and group practice. Both negatively impact the morale of all non-Golem units, but they provide benefits to compensate, a) making sure all units have no less than 5 familiarity with every other unit and b) giving all units 20 experience, respectively.

-- added the options menu to nighttime.

-- created a separate morale report screen for nighttime.

-- wrote a new description for nighttime for if you retire to camp alone.

-- fixed a typo in one of the approach lines, wrote new nighttime practice lines for religious characters, made some improvements to the nighttime practice lines for empirical characters.

 on: May 29, 2018, 02:29:44 PM 
Started by deathknight1728 - Last post by CraigStern
Hey OksanaShikcon! Send me an email and I'll see if I can figure out what the issue is:

 on: May 29, 2018, 01:51:16 PM 
Started by CraigStern - Last post by CraigStern
Memorial Day weekend is over, and it's back to work!

-- created an animation showing the previous day passing into the next as each new day dawns.

-- created a new action: SetDaysPassed. This takes a single "operation string" parameter: an operation symbol, a colon, and then a value (e.g. =:2, +:1, r:10, and so on). The game applies the operation and the value to the current days passed. (Every campaign begins with days passed equal to 0 by default.)

-- created a new action: SetDate. You feed this action three integer parameters: the numbers for the day, month, and year when the game started. It then calculates the current date based on days passed, and passes the current day, month name, and year into the custom strings CalendarDay, CalendarMonth, and CalendarYear, respectively. (Note that the date generated and the names of the months are based upon the Cera Bellan calendar.)

-- renamed generated items with a GEN: prefix so as to avoid situations where a campaign-specific item of the same name overwrites it, producing errors in the shop. (E.g. the generated Kite Shield is now named GEN:Kite Shield, so that the game can distinguish it from the default, non-generated Kite Shield item that comes standard in most campaigns.)

-- if ItemGen produces a blank item (e.g. because the game couldn't find a matching item of the correct type), the shop will now skip over it instead of listing it.

--adjusted the character screen, level-up screen, and reserve supplies screen so that clicking outside the menu will register as a click to close the menu.

-- renamed the weapon properties "Well-balanced" and "Astonishing" to "Balanced" and "Peerless" for brevity's sake.

-- reduced the acceleration for screen-edge panning, and imposed a 4-second delay before allowing screen-edge panning after clicking a button in the actions bar. (These should hopefully eliminate the incidence of annoying, unwanted panning after clicking a button.)

-- fixed a bug in which the game would check to throw out a "No Targets!" message during an AI-initiated attack.

-- fixed a bug that would throw an error for players from proceeding to nighttime with 0 characters in their roster.

 on: May 25, 2018, 01:01:16 PM 
Started by CraigStern - Last post by CraigStern
-- fixed a bug in the character leveler which caused low-level characters (and particularly level 1 or level 2 characters) to sometimes not receive all of their starting skills upon generation.

-- fixed a big in the "resume" button on the options screen.

-- fixed a bug that was preventing the game from displaying the images for generated main gauches.

-- fixed a crash bug when generating consumable items that grant unscaled experience.

 on: May 24, 2018, 12:43:08 PM 
Started by CraigStern - Last post by CraigStern
-- added the advanced Crossbowman skills Piercing Bolt and Grapeshot into the game.

-- when you press the Save Character button in the character creator, the created character is now distilled down to an XML node with all the attendant attributes and saved within PremadeUnits.xml for the current custom campaign.

-- if the game does not detect PremadeUnits.xml when it goes to save the character, it will create the file from scratch and save the character within it. If it does detect the file, it will simply add the new character on the next available line and save the file.

-- when adding a character to an existing PremadeUnits.xml, the game will check for an existing character with the same loadID; if it finds one, it will remove that character and add the new one in its place.

 on: May 23, 2018, 02:41:57 PM 
Started by CraigStern - Last post by CraigStern
-- the character creator now has deployment bark, heal bark, build bark, and defeat bark windows where you can write the associated dialogue for your character. (Each window has a button you can use to have the game automatically generate some dialogue for you.)

-- the character creator now checks to make sure that all of the skills given to a character in both their skills and skill progression actually appear in Attacks.xml, and throws an error if they don't.

-- the character creator now has a visible "back" button which you can use instead of hitting Escape.

-- you can now cancel all the way back through the steps of character creation from the end to the beginning.

-- after getting through the defeat barks window, the game now shows you a character screen where you can review your character's information.

-- premade units now support pre-written combat barks saved right into their XML tags using the following attributes:

  • deployment barks - depBarks=""
  • attack barks - atkBarks=""
  • heal barks - healBarks=""
  • build barks - buildBarks=""
  • victory barks - vicBarks=""
  • defeat barks - defBarks=""

If editing the XML directly, make sure the individual lines within each XML attribute are delimited using a forward slash:

<u category="character" is3D="false" name="Emma/Strider" loadID="Emma/Strider" spriteSet="Swordsman_Female" defaultSkillAnim="Motivate" portrait="Emma Strider" race="Human" sex="Female" charClass="Hero" moveType="Land" counterAttacks="Sword" masteries="Sword/Main Gauche/Light Armor/Small Shield" stats="Health,33/Energy,8/Speed,5/Counter Limit,1/Strength,3/Psy,1" tags="Promotable" statGrowths="Health,5/Energy,2/Counter Limit,2/Reflexes,1/Dodge,2/Strength,4/Pierce Res.,1/Slash Res.,2/Crush Res.,2" skillProgression="2,Sprint/3,Shove/3,Pull/4,Medium Armor Mastery/5,Motivate/7,Feint/10,Rapier Mastery/14,Double Strike" vicBarks="And stay down!/You deserved that./We're done here./That's enough out of you./Mess with my family? You'll have to go through me first."></u>

-- wrote some new attack and victory lines, and consolidated some existing ones as internal variations.

-- updated the "Exit to Campaign Editor" button in the character creator to match the one in the map editor.

-- fixed issues with generic golem and shadowling portrait scaling/positioning.

-- fixed an annoying graphical glitch with menu pop-up animations.

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