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 ... 7 8 [9] 10
 81 
 on: July 17, 2018, 02:37:43 PM 
Started by CraigStern - Last post by CraigStern
-- added up and down arrow buttons to the ends of actions and replies in the Edit Branch window of the dialogue editor; clicking them now shifts around the position of actions or replies, letting you change their order.

-- added up and down arrow buttons by the top-right of branches and actions in the dialogue editor; clicking them now shifts around their position, letting you change their order.

-- you can now zoom in and out in the dialogue editor using the mouse wheel.

-- improved the information displayed in the delete confirmation window in the dialogue editor.

-- fixed a bug in which deleting a dialogue branch or a script's action in the dialogue editor wouldn't update the branch/action count in the box at the top of the dialogue/script's column.

-- fixed a graphical formatting issue in the Edit Branch window of the dialogue editor.

 82 
 on: July 16, 2018, 03:31:58 PM 
Started by CraigStern - Last post by CraigStern
-- received the nighttime variation on the Forest background art from the background artist.

-- in the dialogue editor, you can now delete dialogues and scripts, as well as individual branches / actions belonging thereto. The remaining dialogues / scripts / branches / actions will shift to fit any gaps left by the deletion.

-- added support for the special character -BRANCH:- into the game. This replaces BNAME[], and is treated as the number of whatever branch within the current, active dialogue happens to have the branch name appearing after the colon. (Useful for the "GoTo" actions, or for storing a particular branch number as a VAL in advance.)

-- added support for the brand-new special character -PICK:- into the game! This allows you to easily make the game select at random from among multiple strings, each delimited by a | character. For example:

Code: [Select]
Bob Speakington/You are -PICK:a total jerk, you know that?|a real piece of work, pal.|the absolute worst!-
This can produce dialogue for Bob Speakington consisting of You are a total jerk, you know that? or You are a real piece of work, pal. or You are the absolute worst! Each option in -PICK:- has an equal chance to be chosen; to weight one option more than the others, simply place it in the list one or more additional times. For instance:

Code: [Select]
<Action>GenerateUnit/1,-PICK:Axefighter|Axefighter|Bowman|Spirit-,5,RANDOM,,5,4,Left</Action>
This will generate an enemy Axefighter, Bowman, or Spirit, with a 50% chance of an Axefighter and a 25% chance for each of the other two.

(Note: avoid using hyphens in the strings you're making the game pick from within this special character--they're likely to cause an error.)

-- fixed a bug in which the game would not process the text within individual dialogue replies, and would therefore ignore special characters used there.

 83 
 on: July 13, 2018, 01:10:09 PM 
Started by CraigStern - Last post by CraigStern
-- in the dialogue editor, clicking the main portion of the Edit Branch window's action and reply slots now open a window to edit the clicked-upon action or reply. Any edits are saved to the dialogue upon confirmation.

-- implemented the Run reply type. One parameter: script name (or multiple script names delimited by | characters) to be run when the reply is clicked. (Note that your chosen script is going to need actions like GoTo or LastBranch if you want it to actually change the dialogue branch!)

-- changed Actions.xml to ActionsReplies.xml. Added all current reply types to the file, with descriptions and parameters.

-- typing in the Action Type or Reply Type field of the Edit Action / Edit Reply windows will now produce little buttons right below the input field that predict what you're in the process of typing. Clicking one of these buttons will autocomplete the text for you, provide a description of the chosen action or reply, and fill in the parameters field with placeholder values letting you know what parameters you need (if any).

 84 
 on: July 12, 2018, 03:34:10 PM 
Started by CraigStern - Last post by CraigStern
-- received the first of the new cut scene backgrounds: the forest!

-- in the dialogue editor, the plus and minus buttons in the Edit Branch window's action and reply slots now actually add and remove actions and replies from their associated dialogue branch.

-- added descriptions to each of the actions listed in Actions.xml.

-- implemented NextScene.

-- implemented NewScene. It has one parameter: the name of the scene to load.

-- implemented AddObjective and RemoveObjective. Each has one parameter: the text of the objective to add/remove from the list of objectives shown to the player.

-- implemented MoveUnitBy, which replaces MoveCharBy. Same parameters: character name, spaces to move along the y-axis (negative integers move up), and spaces to move along the x-axis (negative integers move left).

-- implemented LearnSkill, which replaces the old TeachAttack and TeachAttackTemp actions. Three parameters: character name, skill name, and an optional third true/false parameter telling the game whether the skill granted lasts only for the current battle. (Delimit skills with a | in the second parameter to learn multiple skills at once.)

-- implemented IfGoneGoTo. First parameter: character name. Second parameter: branch number. Used in battle, this takes account of whether the named character is on the battlefield; used outside of battle, it checks whether the named character has a Wound Level of 0 (i.e. isn't out of commission from having been brought to 0 health or less) and is in the current roster. If the answer is no, the game goes to the specified dialogue branch.

-- implemented IfGoneRun. First parameter: character name. Second parameter: script name (or names, each delimited by a |). Used in battle, this takes account of whether the named character is on the battlefield; used outside of battle, it checks whether the named character has a Wound Level of 0 (i.e. isn't out of commission from having been brought to 0 health or less) and is in the current roster. If the answer is no, the game runs the specified script(s).

-- you can now change a unit's Sprite Set via SetStat; doing so in battle now automatically changes the unit's appearance to match its new sprite set.

-- changing a unit's Army via SetStat in battle now automatically changes the unit's color to match the new army.

-- fixed a bug in which the game would throw null errors if branch 0 of a dialogue called EndConvImmediately.

-- fixed an annoying z-sorting bug that would sometimes affect sprites in battle.

 85 
 on: July 11, 2018, 12:35:10 PM 
Started by CraigStern - Last post by CraigStern
-- added a list of the most commonly used special characters in the "text" field for the Edit Branch window in the dialogue editor.

-- created plus and minus circular buttons for use in the dialogue editor.

-- created a little UI widget for the Edit Branch window in the dialogue editor that can be used to display actions and replies used in the branch; little plus and minus buttons in each widget will eventually allow you to remove or add the action or reply in the slot.

-- the dialogue editor now displays the current actions and replies (up to 6 of each) in the current branch when the Edit Branch window is opened.

 86 
 on: July 10, 2018, 02:04:41 PM 
Started by CraigStern - Last post by CraigStern
-- went through all of the script/dialogue actions I've implemented to date and catalogued them (along with descriptions of their parameters) in Actions.xml, in anticipation of putting code completion and an auto-parameter-guide into the dialogue editor. (By my count, as of this morning, we were at 44.)

-- updated the SpawnFloatingText action to take character name (or ID[] tag) for its second parameter.

-- implemented the SpawnFloatingTextAt action, which I had heretofore neglected to add. Parameters are: Text,Y coordinate,X coordinate,Color Name (optional),Frame Delay (optional).

-- implemented the PlayMusic action. One parameter: track name.

-- implemented GiveExp with a new "scale against level" parameter, allowing your experience rewards to scale up or down based upon how far from a target character level the unit is.

-- implemented FaceUnit, which behaves exactly the way the old RotateChar action did.

-- implemented FaceUnitToward, which replaces RotateCharToFace and RotateCharTowardPoint. FaceUnitToward has four parameters: the character name, the y coordinate to face, the x coordinate to face, and the name of another character to face. (The last parameter is optional; if used, it will override the coordinate parameters with the coordinates of the second named character.)

-- implemented DamageChar, which gains the new "affecting" parameter that DamageCharAt received.

-- added support for searching by ID[] tag in the Nighttime and Cut Scene scenes.

 87 
 on: July 10, 2018, 12:12:09 PM 
Started by CraigStern - Last post by CraigStern
Sure thing!

 88 
 on: July 09, 2018, 05:29:05 PM 
Started by CraigStern - Last post by bugfartboy
he chose to edit or omit certain tracks in the interest of making the OST a more enjoyable listen

That's disappointing to hear, given the track is actually pretty neat, but entirely understandable. Thanks for the explanation!

 89 
 on: July 09, 2018, 02:55:20 PM 
Started by CraigStern - Last post by CraigStern
-- the individual characters and scenes listed for the open campaign in the campaign editor are now each individually clickable; clicking one will take you to the correct editor and automatically load whatever you clicked, allowing you to immediately begin editing.

-- you can now pan around the dialogues and scripts in the dialogue editor using the arrow keys or WASD.

-- in the dialogue editor, you can now edit the branch name, speaker name, and text in each individual dialogue branch (or, alternatively, the action type and parameters of an action) by clicking its associated box.

-- fixed a bug that was sometimes causing the dialogue editor to become trapped in an infinite loop.

-- fixed a branch numbering error in the dialogue editor.

-- fixed a ridiculous bug in which script and branch boxes within the dialogue editor would read clicks through the other UI elements which were overlaying them.

 90 
 on: July 09, 2018, 09:33:11 AM 
Started by CraigStern - Last post by CraigStern
That's possible!

Ryan Richko had control over the official soundtrack; I encouraged him to include everything in its fullest form, but I know he chose to edit or omit certain tracks in the interest of making the OST a more enjoyable listen, just as an album. ("Evil Presence," for example, is shortened on the OST relative to how it appears in the game.)

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