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 ... 6 7 [8] 9 10
 71 
 on: February 16, 2020, 09:54:34 AM 
Started by CraigStern - Last post by CraigStern
-- adjusted the sound effect timing on Wrench, Mind Blast, and most axe-based attacks to more closely match up with their animations.

-- added in some missing interface sound effects.

-- fixed: the spearman's Spear attack animation wasn't getting palette swapped due to incorrect compression settings on the sprite sheet.

-- fixed: compression settings on the Mind Blast animation were causing visual artifacts to appear during the animation.

-- fixed: it was possible for skills granted to characters by life background, personality, or physical traits with placement intended for early on in the skill progression to supplant starting skills, resulting in characters not having access to crucial abilities at level 1.

-- fixed: music tracks that began playing while the game's global music volume was set to 0 would not become louder when going into the options menu and increasing the global music volume.

-- fixed: the "done typing" reply wasn't fading in on dialogue branches with text input enabled.

 72 
 on: February 14, 2020, 04:22:57 PM 
Started by CraigStern - Last post by CraigStern
Sketched out plans for procedural battle generation that builds upon the existing proc gen terrain, player spawns, and randomized enemy spawn code. Drafted up a contract for a programmer to come in and help work on that while I focus on the...everything else.

-- fixed: running a GiveItem action directed at the reserve supplies for the current roster while the shop interface is open in a cut scene would cause the item to never show up in the reserve supplies.

-- fixed: loading a cut scene that calls UnitsToList in the cut scene editor could make the game throw a null error.

-- fixed: a particular snow-water transition tile was incorrectly rotated.

-- fixed: the options screen was calling the wrong function to return to the options screen from within cut scenes.

-- fixed: changes to the dialogue and script editor from a few weeks ago apparently did not populate to the instance within the cut scene editor, causing it to throw null errors when creating new dialogue or scripts.

 73 
 on: February 13, 2020, 04:14:37 PM 
Started by CraigStern - Last post by CraigStern
-- you can now test scenes directly from the cut scene editor and map editor.

-- when you return from testing a scene, you return to the editor you hit Test in and the scene you were working on is automatically reloaded.

 74 
 on: February 12, 2020, 04:28:37 PM 
Started by CraigStern - Last post by CraigStern
-- when displaying a dialogue branch with multiple replies, the replies are now hidden until the text finishes animating (or you click to skip the animation), at which point they visibly fade in over a fraction of a second. (It looks much, much nicer this way, and doesn't block the entire scene from the outset.)

-- new script action: SetNPCAttribute. Lets you change the value for an attribute belonging to a character's NPC (for instance, changing associated feeling from angry to happy, or alive from true to false). Parameters: (1) Character Name, (2) NPC Name, (3) Attribute Type, and (4) New Value.

-- new script action: AddNPC. Lets you add a new NPC to a character. Parameters: Character Name, NPC First Name, NPC Last Name, NPC Nickname, Relation, Species, Gender (Male Female or None), Alive (true or false), Location, and Associated Feeling.

-- broke the test settings interface out from the campaign editor into its own module so that instances of it can be placed within the map editor and cut scene editor for faster testing of scenes.

 75 
 on: February 11, 2020, 04:33:18 PM 
Started by CraigStern - Last post by CraigStern
-- created a new camp activity, Restaurant, in which one or more characters heads into town and spends the evening trying out a new restaurant.

-- added the restaurant activity as a potential outcome to the evening event where a character asks another character out on a date; wrote new dialogue variants for the event.

-- added "relationship improving" visual effects to the variants in all random scripted events where character relationships improve.

-- the game now keeps the existing talk symbol between lines of dialogue where the speaker doesn't change.

-- fixed: the talk symbol would continue to pulse over talking characters even as the dialogue interface disappeared while they moved from a MoveUnit action.

-- fixed: purely narrated, dialogue-free camp activities were not affecting character familiarity, friendship, or romance values.

 76 
 on: February 10, 2020, 04:33:40 PM 
Started by CraigStern - Last post by CraigStern
-- new script action: PortraitParticles. Lets you spawn 2D particle effects around a character's face in their portrait. Two parameters: portrait reference name, and particles preset name.

-- continued to improve the "relationship improving" visual effects.

-- added subtle blob shadows below 2D characters and objects.

-- fixed: the swordsman's Shove animation sprite sheet was being compressed inappropriately, leading to it not being palette swapped as intended.

-- fixed: the promotion process would throw a null error when undergone by characters without a Starting Skills stat (i.e. most premade, non-generated units).

-- fixed: save file slots would allow long campaign names to overflow into subsequent lines.

 77 
 on: February 09, 2020, 12:42:53 PM 
Started by CraigStern - Last post by CraigStern
-- added some extra UI sound effects that were missing for the army overview and reserve supplies screens.

-- improved the "relationship improving" visual effect; added a sound effect accompanying it.

 78 
 on: February 09, 2020, 12:00:15 PM 
Started by Ertxiem - Last post by CraigStern
That's interesting! In school, I was taught that ties always round upwards (away from 0), which is actually quite commonplace (and at least in this article, referred to as "the common method"). I wasn't even aware that other round methods for x.5 values existed until the other day!

 79 
 on: February 07, 2020, 05:31:31 PM 
Started by Ertxiem - Last post by Ertxiem
While reading the post regarding rounding of numbers:
[...]
-- fixed: Unity was rounding 0.5 down to 0 instead of up to 1, which is apparently because Mathf.RoundToInt() just uses C#'s default rounding, which was designed for banks and not for games.
I recalled that I learned in school the rule to round to the nearest number, with ties going to the even number. I used it in Physics, Chemistry and Statistics.

Curiosity drove me to take a look at Wikipedia. I was able to find that the reported oldest recommendation of rounding to the nearest number, with ties going to the even number was in a book from 1906. Several names are being used for this type of rounding: convergent rounding, statistician's rounding, Dutch rounding, Gaussian rounding, odd–even rounding, or bankers' rounding (this last term having a bit obscure origin, since there is no strong reference about banks using it).

 80 
 on: February 07, 2020, 04:21:48 PM 
Started by CraigStern - Last post by CraigStern
-- created a new visual effect for when character relationships improve! :)

-- changed some log commands that were inappropriately labeling normal outcomes as errors.

-- increased the deployment barks each procedurally generated character has from 2 to 3.

-- fixed: Unity was rounding 0.5 down to 0 instead of up to 1, which is apparently because Mathf.RoundToInt() just uses C#'s default rounding, which was designed for banks and not for games.

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