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 91 
 on: March 05, 2018, 04:07:32 PM 
Started by CraigStern - Last post by CraigStern
-- when creating a New Map in the map editor, the editor now clears the previous map (instead of, y'know, building a new one right on top of it (oops)).

-- the map editor's autotiling algorithm now only checks neighbors on the same elevation for tiling purposes.

-- the game now awards aura as well as a morale boost to the surviving characters when the player wins a battle.

 92 
 on: March 03, 2018, 09:25:52 AM 
Started by CraigStern - Last post by CraigStern
-- fixed a bug in which the map editor would refuse to place down tiles if it couldn't find its preferred variant for autotiling. (In these cases, the editor now places down the default tile for the tileset instead.)

 93 
 on: March 02, 2018, 01:49:43 PM 
Started by CraigStern - Last post by CraigStern
-- the shop now sells food! (You can buy it in increments of 1, 5, 10, 25, 40, and 100. (Most characters consume 2 food per day.)) Relatedly: got a new "food" graphic for this part of the shop.

-- fixed a bug in which character rosters multiplied when changing scenes, producing clones of the player's characters in battle.

-- fixed a bug in which items added to the reserve supplies weren't saved upon exiting the shop scene.

 94 
 on: March 01, 2018, 03:52:33 PM 
Started by CraigStern - Last post by CraigStern
-- implemented alternative "cliff fill" objects for different types of elevated terrain (specifically, for castle and cave terrain, which look weird with the default "brown cliff blocks" below them).

-- cliffs now get filled in in the actual battle maps as well, not just the map editor.

-- got the final missing armor graphic in-game and implemented! (Specifically, boiled leather mail.)

-- fixed a bug that was sometimes preventing stat icons from appearing in item mouseover tooltips.

-- fixed a bug in which human characters with nose type 10 would have their noses not appear in their portraits.

-- rewrote the code for managing characters rosters to make it a lot cleaner and faster (and also to help me deal with some lingering bugs).

 95 
 on: March 01, 2018, 09:20:55 AM 
Started by CraigStern - Last post by CraigStern
-- got sweet new music from Ryan Richko for use in the shop and the recruitment bazaar; imported it into the game, implemented it in the relevant scenes.

-- clicking on items in the shop now causes the game to check if you have enough aura to buy them. If you do, the game removes the item from the storefront, places the item in your common inventory, and deducts the price from your aura. If you don't have enough aura, it plays an error sound and notifies you that you lack the funds.

-- recoded parts of the game so that more data is kept in a globally accessible static class, which the game automatically pulls from for saving and repopulates when loading. Spent some time standardizing the save game functions present in each different scene.

-- fixed the game's behavior when it tries to load and doesn't find a save file (it now just creates a new one instead of locking up).

 96 
 on: February 27, 2018, 11:27:49 AM 
Started by CraigStern - Last post by CraigStern
-- mousing over different items in the shop screen now displays the cost to buy them.

-- received complete set of final weapon graphics; made a few edits, imported them into the game.

-- fixed a bug that was causing certain leather armor types to not populate with their associated graphics.

-- figured out the gaps in existing terrain transitions, documented them for the artist.

 97 
 on: February 26, 2018, 03:08:46 PM 
Started by CraigStern - Last post by CraigStern
More artist feedback.

-- received a bunch of new weapon graphics.

-- filled in all the individualized XML data for the new terrain transitions.

-- begam work on auto-tile selection in the map editor. (When finished, it'll be such that when you paint a tile, it automatically detects all of that's tile's neighbors and generates the tile variant that best matches up with them all.)

 98 
 on: February 23, 2018, 04:07:46 PM 
Started by CraigStern - Last post by CraigStern
Today's dev time was devoted to giving artist feedback. :)

 99 
 on: February 22, 2018, 02:45:43 PM 
Started by CraigStern - Last post by CraigStern
-- wrote a few more variations for the Tell Story nighttime action.

-- filled in all the individualized XML data for the castle, wood, and street terrain tiles.

-- created directional variants of all wood floor terrain transitions.

-- created all the 3D water and lava transition tiles for the new cliffside street terrain assets.

 100 
 on: February 21, 2018, 03:42:25 PM 
Started by CraigStern - Last post by CraigStern
-- created directional variants of all street terrain transitions.

-- received new terrain transitions; imported them into the game.

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