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 91 
 on: July 17, 2014, 03:30:41 PM 
Started by CraigStern - Last post by algebra17
Is there any way of reading a character's facing direction in a script, in addition to modifying it to a particular direction?

I'm thinking of applications like: a flash of light happening from a particular direction, and all characters facing that way being blinded in a dialog script; being able to [with very clever application of the tools already available -- I wouldn't suggest allowing modification of backstab and sidestab bonuses by race, class, tag, etc., though this would solve the problem] negate backstab damage for a character on whom that vulnerability doesn't especially make sense; being able to incorporate an attack like the one SmartyPants discussed for Luca way back when, that spun the target character one-eighty; and possibly even have an underhanded character do something dishonest because the captain of the team isn't watching [or the positive inverse -- try harder (increase stats, possibly, or simply have the outcome of a cut scene go better) when being watched].

I understand the IfStatGoTo list is a little bloated as is, but I think this would be a nice addition [if there is not an existing option that I'm simply overlooking, a very existent possibility], and not trivial when compared to other things that made the list like Shadow Res, though depending on how the data is organized, could be a little harder to pull off.

 92 
 on: July 16, 2014, 03:44:07 PM 
Started by CraigStern - Last post by CraigStern
That's an old bug, actually; try updating your build.

 93 
 on: July 15, 2014, 04:55:13 AM 
Started by CraigStern - Last post by algebra17
Did a recent update break the Tutorial of the Public Demo? I'm getting no sprites, just black silhouettes; the characters only have movement range of one; and a few other things are broken as well. This is probably not top priority, and it might be only happening for me.

 94 
 on: July 13, 2014, 07:14:17 PM 
Started by CraigStern - Last post by CraigStern
--made an important performance improvement to the Telepath Tactics AI; the game now wastes way less time processing potential moves for passive characters if it finds that there are no enemies within attack range (important for characters with long-range attacks on large maps)

--AI improvement: healers now have long-range AI planning capabilities; they'll now move around with the aim of healing allies that aren't within immediate move-and-attack range.

--AI improvement: CPU-controlled characters with empty equipment slots will now equip items in their possession to empty slots.

--new tag: ID. Allows you to give a character a unique identifying number.

--new special character: ID[]. You can use this for any script action parameter wherever you'd ordinarily use a character's name. Instead of grabbing the character by name, the script action will target the particular character who's been tagged with the ID number within the square brackets. (e.g. MoveChar      ID[12],6,6 will move whatever character has been given the ID 12 tag to the coordinates 6 , 6).

--fixed a bug that was preventing the OnMoveComplete trigger from working with CPU-controlled characters.

 95 
 on: July 07, 2014, 11:11:24 PM 
Started by CraigStern - Last post by CraigStern
After a week of vacation, I'm back!

--fixed a bug where the game wouldn't apply the effects of multiple tags of the same type; it'd only apply the first of a given type. (This prevented things like multiple TargetValue or RangeBonus tags from affecting a single character.)

--new script action: AddSpeakerPortrait. The game looks for the character that is currently speaking and just automatically figures out the correct portrait name, filename, and team color to use. One parameter: facing (right or left.) The portrait name will automatically be the character's full name if you use this action.

--new battle: Rescuing Meridian! I'll be testing and tweaking this one over the new few days.

 96 
 on: July 03, 2014, 10:35:29 PM 
Started by CraigStern - Last post by bugfartboy
That's completely understandable.  As I said, it was just a small little thought I'd had and figured I'd put out there.  I'd much rather have a thoroughly fleshed out campaign over small little things such as this.

 97 
 on: July 03, 2014, 04:42:17 AM 
Started by CraigStern - Last post by CraigStern
Thanks! Making persistent particle effects isn't really on the agenda right now (particularly because it could affect the game's performance, and I don't want to have try to fix that afterwards). I'm just focusing on content for the campaign at this point, and on features that I need to create that content. (Making procedural level generation better counts, since that means fewer battles that have to be hand-designed.)

 98 
 on: July 02, 2014, 09:25:44 PM 
Started by CraigStern - Last post by bugfartboy
I know the game is pretty far into development now, but what are your thoughts on a battlefield condition or tag that acts similarly to the SpawnParticlesAt action?  In essence it would spawn a specified number of particles per second in a specified direction at a specified rate.  I'm thinking for aesthetic effects such small wisps of smoke wafting up from a campfire or very minute amounts of water particles "splashing" in a moving river.  Not a terrible important idea, but something that I think would be somewhat interesting if implemented.


As a side note: I'm liking how much modding capability you're adding in.  It's been a while since I actually sat down and played with the anything in the game beyond the default campaigns.  I have been reading the Developer Log, however, and am excited to see all the new toys you're making available! :D

 99 
 on: July 01, 2014, 01:30:36 PM 
Started by CraigStern - Last post by CraigStern
--every Generator Chunks subfolder now has a file called _Settings.xml with instructions about how to put together the room chunks contained in the subfolder. As of right now, the _Settings file defines four properties:

  • Rooms Density -- how many rooms to spawn relative to the size of the level generated and the size of the room chunks. This is 1 by default.
  • Corridor Width -- many tiles wide the corridors connecting each room should be.
  • Wall Tile -- the tile the game will use to generate downward-facing wall tiles.
  • Floor Tile -- the tile the game will use to generate floor tiles.

Those last two properties, in particular, mean that you can now generate procedural levels using any tileset, not just Dungeon. This means that you can now create forest levels, cave levels, castle levels, etc.

 100 
 on: July 01, 2014, 01:11:20 PM 
Started by Ertxiem - Last post by CraigStern
Correct; it affects maximum range, not damage fall-off.

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