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 91 
 on: March 05, 2017, 11:25:43 AM 
Started by CraigStern - Last post by CraigStern
-implemented progressive weapon degradation and breakage when using attacks that employ the weapon.

-finished plotting portrait asset placement for male spriggats.

 92 
 on: March 05, 2017, 10:45:40 AM 
Started by CraigStern - Last post by CraigStern
Huh! Funny. Was it the Ghost Waltz that it reminded you of?

 93 
 on: March 03, 2017, 06:15:10 AM 
Started by CraigStern - Last post by ArtDrake
So, I was listening to an inverted version of Beethoven's Moonlight Sonata, and about forty seconds in or so, I started getting some serious Servants of God vibes. I seem to recall you compose your own music, so I was vaguely wondering whether a) you see it, too, and b) you had any remarks about the music theory that went into your work that might bear on this.

Of course, it might ultimately be a bit superficial, in which case there's nothing really to comment on.

 94 
 on: March 02, 2017, 02:56:07 PM 
Started by CraigStern - Last post by CraigStern
-obtained finished sprites for the unpromoted version of the Kineticist class.

-obtained finished assets for procedurally generating spriggat portraits; currently plotting the correct placement of assets to allow for visually accurate portrait generation.

 95 
 on: March 01, 2017, 03:33:25 PM 
Started by CraigStern - Last post by CraigStern
-the LevelUp tag now works in the game.

-the tags system now supports cumulative effects (e.g. a character with a ModSkillCost/ModSkillRange/etc. tag who equips a weapon that adds a new instance of that same tag will have those effects stack).

 96 
 on: February 28, 2017, 03:15:36 PM 
Started by CraigStern - Last post by CraigStern
-added a gender parameter to the GenerateUnit action in case you want to specify a gender; if you leave it blank, the game will simply pick one for you.

-consumable items can now run scripts when used. (Instead of having script names sandwiched between the <Item> tags, you'll now want to stick them in a runsScripts attribute.)

 97 
 on: February 27, 2017, 03:48:12 PM 
Started by CraigStern - Last post by CraigStern
-the OnTalk trigger now works in the game; the Talk button has now been added to the UI, and intiates OnTalk dialogue when the triggering characters are adjacent to one another.

-consumable items can now possess a mastery requirement, thereby limiting which characters can use them.

 98 
 on: February 26, 2017, 03:11:19 PM 
Started by CraigStern - Last post by CraigStern
-the PlaySound action is now working.

-the SpawnUnit action is now working. (This is the same as the old SpawnChar action, but with an optional 8th parameter: inventory, consisting of items delimited by colons.)

-the GenerateUnit action is now working. This is like SpawnUnit, but instead of loading a premade unit from XML, it procedurally generates a new, unique character of a specified class at a specified level. Parameters: (1) army number; (2) character class; (3) character level; (4) character name (use RANDOM here to have the game generate one for you); (5) Y coordinate; (6) X coordinate; (7) facing direction; (8) triggers; (9) tags; (10) inventory (note that the character may be generated with certain items or equipment in addition to whatever you specify here).

Don't try to use this for destructible objects or custom character classes, btw: this currently only works for characters belonging to one of the game's 24 default character classes.

 99 
 on: February 25, 2017, 07:52:47 PM 
Started by CraigStern - Last post by CraigStern
-IfStringGoTo, IfValGoTo, and IfStatGoTo are now working.

-IfStringRun, IfValRun, and IfStatRun are now working. As with Run, you can now run multiple scripts in a row using a single call to one of these actions; just delimit the names of the individual scripts you wish to run with the vertical bar character (|). These functions no longer automatically interrupt all following actions when successful--instead, there is now a separate action for that called...

-ClearQueue. When called, ClearQueue immediately clears all actions that have been queued up from the current dialogue branch/script. Use this as the last action in a script to prevent all other actions that were queued up to occur after.

For example, say Branch 0 has the following actions:

Code: [Select]
<Action>Run/A Script</Action>
<Action>SetStr/ExampleStr,This is what it'll be without ClearQueue</Action>

And A Script has:

Code: [Select]
<Action>SetStr/ExampleStr,This is the string as set in A Script</Action>
<Action>ClearQueue</Action>

On branch 0 of the dialogue, both Run and SetStr are queued; when Run is executed, however, A Script runs its own SetStr and then clears the original SetStr from the queue using ClearQueue. The result: ExampleStr is set to This is the string as set in A Script, and is not changed to This is what it'll be without ClearQueue.


I'm curious: are numerical values in the new engine limited to integers, or are floating-point values supported?

Floating point values are used for a few things--certain things related to skills and procedurally generated items, for instance. As far as character stats, though, everything is in integers. (Integers take less memory and require less processing power to use than floating-point numbers, and they don't accumulate floating-point errors, so I prefer to use them whenever I have the chance.)

 100 
 on: February 24, 2017, 04:58:39 PM 
Started by CraigStern - Last post by bugfartboy
I'm curious: are numerical values in the new engine limited to integers, or are floating-point values supported?

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