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 71 
 on: September 06, 2018, 03:03:25 PM 
Started by CraigStern - Last post by CraigStern
-- I finally added in support for onDeath skills! These are the skills a unit automatically uses upon death, centered on itself (such as the Explode skill which Charges unleash on reaching 0 health). However, new to this engine: units can have more than one onDeath skill! (Just delimit each onDeath skill with a forward slash.)

-- got 6 new portraits from Matt Pichette for villagers native to the isle of Dese.

-- got 3 new female human hairstyles: side ponytails, a face-framing bob, and layered mid-length wavy hair!

-- got 4 new male human mouth types, each sporting a new style of mustache!

-- generated positional portrait data for the new villagers, hair styles, and mouths.

-- fixed a bug in which particle effects would sometimes render behind things that are actually behind them on the battlefield.

-- fixed a bug which caused created objects to spawn on the battlefield with a facing direction other than None.

-- fixed a bug in which the game would try to save objects the player created on the battlefield at the conclusion of a battle.

-- fixed some minor UI display issues in the Character Creator and the recruitment scene.

 72 
 on: September 05, 2018, 03:03:13 PM 
Started by CraigStern - Last post by CraigStern
Gave artist feedback. Also:

-- new mechanic: when skills force a character's Energy below 0, the excess drain gets rolled over into regular Health damage. (For instance: a spirit with a psy stat of 10 uses Drain, dropping Bob's Energy by 20 points. Let's say that Bob had 10 Energy beforehand--it goes from 10 to -10. Since energy can't go below 0, he takes the 10 rollover points as damage to his Health.)

-- fixed a bug in the character creator wherein certain fields wouldn't be reset properly when hitting New Character after loading an existing character.

-- fixed a null error in the dialogue editor that occurred when editing a new script action that you'd just created.

-- fixed a bug in the dialogue editor in which the predictive text and parameter autocomplete feature would disregard actions with identically named analogues among the game's triggers or replies (most prominently, Run).

-- got a new background!

 73 
 on: September 04, 2018, 03:16:04 PM 
Started by CraigStern - Last post by CraigStern
-- new script action: AddMemory. This lets you give a character a custom memory. Six parameters: (1) character name (or ID[] tag), (2) what the memory is of, (3) what emotion the character feels when recalling the memory, (4) where the remembered event occurred, (5) who the memory concerns, and (6) the days passed relative to the campaign start date when the remembered event occurred. Parameters (3-6) are optional.

So, for example, if you want to give the character Jenny McDougal a memory of being attacked by wolves in the woods outside her home exactly two months before the start of the campaign:

Code: [Select]
AddMemory/Jenny McDougal,was attacked,anxious,the woods outside her home,a pack of wolves,-56
("What is even the point of this?" you might ask. Baaaaasically, it's gonna tie into a system that I'm hoping to add in later!)

-- spent hours replacing all of the item tooltips in the game yet again--this time, to accommodate 3x longer item descriptions!

-- fixed a bug in which the reserve supplies would not update to reflect items newly bought or sold while shopping.

-- fixed a thing where I accidentally deleted all instances of the character screen and level-up screen from every part of the game. (Oops.)

 74 
 on: August 31, 2018, 10:29:29 AM 
Started by CraigStern - Last post by CraigStern
-- added support for memories on characters. (A memory records an event that the character considers significant; when and where it happened; with whom; and an emotion the character associates with the memory, like happiness or sadness.)

-- proc gen characters now automatically get a memory of the day they're recruited.

-- all characters now automatically get a memory when they first meet an ally, when they give or receive a nickname, when they fall in battle, when they accidentally injure an ally with an attack, and when they defeat an enemy who is more than 5 levels higher than them.

-- when editing the background for a frame in the cut scene editor, if the background wasn't set in the current frame but there's one carrying over from an earlier frame, it now shows the carry-over background in the "current background" swatch, but partially faded out.

-- added in the remaining completed backgrounds to the cut scene editor.

-- wrote a bit more character dialogue.

 75 
 on: August 30, 2018, 02:22:09 PM 
Started by CraigStern - Last post by CraigStern
-- created some nice, smooth appear and disappear animations for the darkener behind narration text.

-- the game now smoothly transitions between backgrounds when they change during cut scene narrations, fading from one into the other.

-- new action: NewBackground. Initiates a cut scene background transition independent of any narration. It takes one parameter: the name of the background to shift to. (If no valid background name is used, the background will shift to darkness instead.)

-- implemented access to the reserve inventory screen in cut scenes.

-- fixed a bug in which certain UI animations would start to loop before transitioning to a new state.


All in all, I'm feeling quite good about the integration of shops into cut scenes; the combination of cut scene dialogue and background-setting functionality in concert with the new shop UI results in a very solid experience.

 76 
 on: August 29, 2018, 02:39:58 PM 
Started by CraigStern - Last post by CraigStern
-- got a new background; the outdoor market! It's now been implemented for the daytime selection scene. (See screenie below.)

-- the game now saves and loads the current campaign's start date in addition to days passed, allowing campaigns that begin at differing points of time.

-- I've removed the SetDate action from the game and replaced it with two separate actions:

    -- SetStartDate lets you change the start date for the campaign from the default date (the 1st of Unimensis, 4452) to something else. Takes three parameters, each of them an integer: (1) day (2) month (3) year.

    -- GetDate lets you grab the day, month, and year for any point in time relative to the start date, then save it under the custom string variables CalendarDay, CalendarMonth, and CalendarYear. Takes one parameter, an integer: number of days away from the start date (positive for number of days afterward, or negative for number of days prior to it).

-- new special character: -DAYSPASSED-. In dialogue, actions, replies, etc. the game will automatically replace this with the current number of days that have passed in the campaign since it began. (If no days have passed yet, this will be 0.)

-- improved the appearance of pop-up text in combat; the text now looks much more crisp.

-- the options button is now hidden in cut scenes when auto-advancing after showing the calendar.

-- the game no longer shows the previous day during the initial calendar animation unless time is actually passing via the Calendar condition; if not, it simply shows the current day rising up from the bottom of the screen.

-- added functionality to the Resume and Quit buttons in the cut scene's options screen.

-- fixed a bug in which the game would always display a single day passing during calendar cut scenes (and not even the right ones).

-- fixed a bug in which the info bar would sometimes appear in cut scenes without having been summoned via the ShowInfoBar action.

-- fixed a number of typos.

 77 
 on: August 29, 2018, 08:29:29 AM 
Started by belzeberto - Last post by CraigStern
Good question! It's been so long that I honestly don't remember. Perhaps someone else recalls?

 78 
 on: August 28, 2018, 06:17:36 PM 
Started by belzeberto - Last post by belzeberto
I remember that when playing TSoG, it always irritated me that there was a few blank slots on the orbs section. I searched on the wiki and found this:

"In addition,these three orbs can be used in Map Edito Battle Tester.

    Alabaster Orb - Unknown obtainment ,probable effect over Psy Power,Aptitude or Psychic Resistance.
    Red Orb - Unknown obtainment,probable effect over Psy Power,Aptitude or Psychic Resistance.
    The Gold Orb - Unknown obtainment ,probable high health regeneration every turn."

Where these orbs obtainable in-game? And what should they do?

 79 
 on: August 27, 2018, 03:43:45 PM 
Started by CraigStern - Last post by CraigStern
-- implemented the AddTag script action. I rewrote this one so that it takes a single character name (or ID[]) parameter, followed by the tag written out just as you'd normally write it anywhere else: namely, with the tag name and any tag parameters, delimited by commas. For instance, this will stick a TargetValue,0.5 tag on the character Bob Sneakyface:

Code: [Select]
AddTag/Bob Sneakyface,TargetValue,0.5
In this way, AddTag now supports an arbitrary number of parameters, depending entirely on how many parameters the tag you're using requires! (Note that AddTag will work even if the target character is not present on the battlefield, just so long as the targeted character appeared in the player's army in a previous scene!)

-- implemented the RemoveTag script action. This removes all tags matching the parameters provided, but ignores tags added via character equipment. Thus, this will remove all TargetValue tags from Bob Sneakyface...

Code: [Select]
RemoveTag/Bob Sneakyface,TargetValue
...except for those which are granted to him via his equipment (such as an equipped Shadow Cloak).

-- stock slots in the shop editor window within the cut scene editor now display the % chance to appear alongside their categories, making it easier to keep track of what's what.

 80 
 on: August 24, 2018, 02:55:18 PM 
Started by CraigStern - Last post by CraigStern
-- added the game's first-ever cut scene Condition: Calendar. It comes with two parameters: (1) an operation to change the number of days passed (consisting of an operator, a colon, and the amount); and (2) true or false, telling the game whether or not to automatically advance to the next scene after displaying the calendar. For instance, this will call up the calendar while advancing in-game time by a single day, and then proceed to the next scene:

Code: [Select]
<Condition>Calendar,+:1,true</Condition>
-- the item box in the edit stock window for the shop editor now auto-sorts the items based on the stock type. (If it's a Weapons stock, for example, it'll sort the items so that weapons all appear first.)

-- the item box in the edit stock window no longer lists items with a useableWith of "automatic," as those are items specifically meant to trigger scripts when picked up on the battlefield (e.g. coin sacks).

-- created a missing "shadow" graphic for generated plated boots.

-- tweaked a bunch of item descriptions to better fit within their tooltips.

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