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 81 
 on: June 10, 2019, 10:20:44 PM 
Started by jimmychu - Last post by stubbie
I have read in the Steam forum that the game has a memory leak which slows the combat down to a snails pace after long periods, especially in a long battle.
As the game does not save mid battle will alt/tabbing out and then going back into the game refresh the memory and thus increase the speed back to normal?

I don't have the game yet as that is related to the fact that the developer has not answered my request in the Steam forum to price the game in Australian Dollars, because without doing that no purchase button appears for me in Steam for this game.  :(

 82 
 on: June 10, 2019, 03:24:29 PM 
Started by CraigStern - Last post by CraigStern
-- created a new XML reference for asset names to be used in the various editors, filled it with item images and music tracks.

-- the item editor now has working subwindows displaying all available item icons and all skills that equipment can grant a character; clicking them will change the item's icon / grant an additional skill.

-- fixed: the game would crash upon trying to save items with apostrophes in their names to XML.

 83 
 on: June 07, 2019, 03:24:05 PM 
Started by CraigStern - Last post by CraigStern
More work on the item editor!

-- designed the basic interface, with fields representing every possible item property.

-- the item editor now successfully loads items right off the campaign editor screen, auto-filling each field with the appropriate value for that item and showing the item's image.

-- new items created in the editor are now properly saved to Items.xml!

 84 
 on: June 06, 2019, 03:42:05 PM 
Started by CraigStern - Last post by CraigStern
-- began working on an item editor! :) I'm structuring this one so it can show up as a sub-editor within the other, main editors.

-- added item usability types to ActionsReplies.xml for predictive text guide purposes.

 85 
 on: June 05, 2019, 03:26:23 PM 
Started by CraigStern - Last post by CraigStern
-- spent the day banging my head against a metaphorical wall trying to fix a really stupid bug with the new TextMeshPro input fields. No luck; will move on to something else tomorrow pending guidance from the Unity help forums.

 86 
 on: June 04, 2019, 03:31:38 PM 
Started by CraigStern - Last post by CraigStern
-- added Tab key browsing to the input fields in all of the various windows in the cut scene editor.

-- added Tab key browsing to the input fields in all of the various windows in the character creator.

 87 
 on: June 03, 2019, 02:16:30 PM 
Started by CraigStern - Last post by CraigStern
-- received new 3D destructible object models! These are new, 3D versions of the game's tents and caravan wagons that will allow these objects to be oriented in different directions on the map (i.e. not always with the wagon door / tent entrance facing down).

-- updated premade unit data for these objects referencing the new 3D models, and with new directional variants.

-- adjusted the default positioning of self-lights on units.

-- the unit selfLight attribute now supports two additional properties: Y offset and X offset. These allow you to place self-lights relative to the self-lit unit (as opposed to the lights simply always being centered on the unit).

-- used the new Y and X Offsets on self-lights to have light appear to be emitting from the tent openings on lit tent objects.

-- fixed: hitting New Map in the map editor after working on an existing map wouldn't clear the point lights, nor reset global lighting and weather.

-- fixed: in the map editor, narrowing the displayed objects in the New Object menu with a search, selecting an object, painting the object, then reopening the menu and flipping to another page of objects would result in the game displaying objects as if they were not narrowed by a search.

 88 
 on: May 31, 2019, 03:12:42 PM 
Started by CraigStern - Last post by CraigStern
-- character portraits now support piercings as an independent accessory type.

-- created portrait data for lissit scars and piercings!

 89 
 on: May 30, 2019, 03:21:27 PM 
Started by CraigStern - Last post by CraigStern
-- received, integrated new background into the game: Psy Academy classroom. (There are now 44 cut scene backgrounds in the game!)

-- created portrait data for new spriggat accessories: 4 new scars and 3 new tattoos!

-- updated "delete frame" logic in the cut scene editor to play nice with the new frame picker UI code.

-- fixed an error in how the game was counting cut scene narration frames within the frame picker UI element.

 90 
 on: May 29, 2019, 02:21:56 PM 
Started by CraigStern - Last post by CraigStern
-- recreated the small 1-v-1 multiplayer map from Telepath Tactics "Little Lava Cave"; realized I need to commission some new tile variants for the Cave tileset.

-- tweaked the "lava" global lighting preset to more closely match the Telepath Tactics lighting.

-- fixed a couple of UI layering issues with the skill selection windows in the character creator.

-- fixed a null error in the shop editor when editing stocks on a new shop.

-- fixed: some of the code in the cut scene editor responsible for changing the text in various menu buttons hadn't been updated to reference the new TextMeshProUGUI component in each button in lieu of the old Text component.

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