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 91 
 on: October 04, 2014, 11:39:28 AM 
Started by CraigStern - Last post by CraigStern
--attacks that move other characters around now give the attacker 10 experience points even if they don't deal damage

--created a new merchant scene where he sells a steamthopter as his special deal of the day ;)

 92 
 on: October 03, 2014, 10:47:09 PM 
Started by Xemadus Echina - Last post by Sythion
I'd think it's safe to say there's about 10 people who're here regularly. I agree with SmartyPants that traffic will likely go up once the game is complete. I still have yet to pick it up myself :(

 93 
 on: October 03, 2014, 04:20:37 PM 
Started by CraigStern - Last post by CraigStern
--Create attacks now earn the creator 18 experience per usage. (This will make leveling up Engineers way the heck easier.)

 94 
 on: October 03, 2014, 03:55:02 PM 
Started by Xemadus Echina - Last post by SmartyPants
Not too many people. I think most people will come back when the game is finished or after a bunch of fan creations are submitted.

 95 
 on: October 03, 2014, 02:44:50 PM 
Started by Xemadus Echina - Last post by Xemadus Echina
Hey guys, saw an update on facebook and figured I'd stop by and say hi.  Who all is still around?   

 96 
 on: October 03, 2014, 12:22:07 PM 
Started by CraigStern - Last post by CraigStern
--drafted a rough version of a battle against a pyrokineticist, cryokineticist, skiakineticist, photokineticist, and a psy healer with her stone golem servant, guarding a pass that Emma and the gang need to pass through. Not gonna lie--I'm looking forward to playtesting this one. ;)

 97 
 on: October 03, 2014, 08:31:45 AM 
Started by CraigStern - Last post by CraigStern
--fixed a few gaps in the Grass tileset; there are now both grass and dirt transition versions of 1-square chasm and water tiles.

--polished the cut scene where you meet Teresa and Phoebe a bit

 98 
 on: October 02, 2014, 09:56:03 PM 
Started by CraigStern - Last post by CraigStern
--the game now has a procedurally generated battle in the woods to gather supplies and ward off starvation when your group starts running low on food. You have to gather a certain number of apples to win the battle. Monthly battles progress: 1 out of 10 complete!

--new destructible object: the apple tree. Chop it down, and it drops apples! ;)

--new special character meant to be used in concert with the OnGrab trigger: -GRABBEDNUM-. This is a stand-in for the number of items that you grabbed which matched the item name parameter in the OnGrab trigger. Thus, if you want to collect a certain number of a certain type of item, you can use -GRABBEDNUM- to keep track of the actual number of that item you've collected. (Needless to say, I use this during the apple-gathering mission; it's particularly important there since certain item sacks drop with multiple apples in them.)

--fixed a bug in the common inventory that displayed one character portrait too many in the first row of character at the bottom of the screen.

--the random level generator now accepts a CorridorWidth setting of 0, in case you don't want it to generate connecting corridors on your level. (Note: if you do this, you need to set the RoomsDensity high enough to ensure that all rooms connect, or else you're likely to end up with unreachable rooms!)

 99 
 on: October 02, 2014, 12:42:45 PM 
Started by CraigStern - Last post by CraigStern
--new optional fifth parameter for the OnGrab dialog trigger: Item Name. This makes it so that the dialog is triggered only if the item sack contained the item named.

Thus:

Code: [Select]
OnGrab/-ANY-,0,-1,-1
will trigger the associated dialog as soon as any unit from army 0 grabs an item sack located anywhere on the battlefield, while

Code: [Select]
OnGrab/-ANY-,0,-1,-1,Sword of Light
will trigger the associated dialog only when a unit from army 0 grabs an item sack containing the Sword of Light.

--updated the manual with documentation on the OnGrab dialog trigger.

 100 
 on: October 01, 2014, 08:46:55 AM 
Started by CraigStern - Last post by CraigStern
The monthly update has been posted! ;)


--new script action, ItemDrop. This drops a single item sack onto a randomly chosen space on the battlefield. This action is primarily for use with OnLoaded triggers for purposes of helping to randomize the battlefield (although it can obviously be used partway through single player battles, if you don't mind the sudden, nonsensical appearance of item sacks from out of nowhere).

Has one or more parameters: the Name(s) of the Item(s) contained within the item sack.

Just as with item drops which occur in multiplayer, the game will be more likely to choose spaces that are closer to being midway between the armies' spawn locations, and will not use spaces within a certain minimum distance of any character's spawn point. If no suitable spaces exist, the item drop will not occur.

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