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 91 
 on: October 23, 2014, 09:45:15 PM 
Started by CraigStern - Last post by CraigStern
--finished the Coria Bridge Battle. This one was a little tougher to balance than I first thought, scripting that part where the engineer lays the explosive charges was way harder than I thought it would be. Well, no matter--it's done!

--wrote a cut scene introduction to the apple-picking forest battle.

--the game now handles the character sprite loading process more efficiently; hopefully this should reduce memory leakage and lead to better performance over long play sessions.

--the game no longer makes water splash particles when objects or characters spawn on a bridge atop water or lava.

 92 
 on: October 22, 2014, 08:27:22 PM 
Started by CraigStern - Last post by CraigStern
--the Coria Bridge battle is now completable! There's also a little scripted event where an enemy engineer lays explosive charges on the bridge, which her allies then detonate to take a chunk out of the battlefield. Or at least, there's supposed to be--it's not working quite right just yet. I'll try to get it working tomorrow night.

--new script action: IfPathClearRun. This checks to see if a particular character has a clear movement path to a particular space; if so, the game runs a script. This action has four parameters: Character Name, Y coordinate, X coordinate, and Script Name. If the named character has a path to the battlefield coordinates you specified, the named script is run.

--fixed a bug where the game would freeze if you tried to move a character to a space using the MoveChar action and the character could not actually move there

--fixed a bug where if you accidentally clicked on weather particles while trying to click-and-drag the battlefield, the battlefield would not be dragged

 93 
 on: October 22, 2014, 05:51:53 AM 
Started by CraigStern - Last post by CraigStern
--fixed a bug wherein the game had stopped displaying text overlays for the appropriate amount of time whenever AI characters used items

 94 
 on: October 21, 2014, 10:27:15 PM 
Started by CraigStern - Last post by CraigStern
--created some new town tiles to fill in gaps in the tileset

--created new pressure-based trap type: the spike trap!

--updated the Coria Tavern battle. I now feel pretty good about it; I think I can move on to battle 6 for the month. (I am obviously really behind, but I'll see if i can make five more battles happen in the next little-more-than-a-week.)

 95 
 on: October 21, 2014, 09:23:28 PM 
Started by CraigStern - Last post by CraigStern
--added a section to the Telepath Tactics manual on reporting bugs with instructions on retrieving the error log


Also, I've updated the game's installers online. ;)

 96 
 on: October 21, 2014, 07:36:11 PM 
Started by CraigStern - Last post by CraigStern
--fixed a really stupid bug where the game would immediately remove text overlays created with the AddTextOverlay dialog action if they included any commas. In related news, the second parameter in the AddTextOverlay dialog action is now delimited with a double-colon instead of a comma.

--fixed a game-crashing bug in the Five Guardians map :)

 97 
 on: October 21, 2014, 02:13:40 PM 
Started by CraigStern - Last post by CraigStern
--new cut scene showing what happens immediately after the battle at Adelbrae, prior to the group leaving town and encountering the caravan.

--fixed map editor bug where deleted objects would sometimes reappear when the tile was painted onto with a second character or object.

--fixed map editor bug where the drop-down list for alternative classes while editing objects would show their in-game class name rather than their full class name.

--fixed the map editor bug where it sometimes shows the wrong tile coordinates when mousing over a tile.

--fixed the (super annoying) map editor bug where sometimes panning the map or dragging the mouse cursor around wouldn't work properly.


I've updated the map editor installer online! :)

 98 
 on: October 20, 2014, 10:38:58 PM 
Started by CraigStern - Last post by CraigStern
--fixed a bug where OnStat-triggered conversations could end up overlapping OnTurn/0-triggered conversations and freezing the game

--fixed a bug wherein psy fighters would get the range bonus message over and over so long as they remained level 5

--fixed a bug wherein ranged damage falloff modifiers were being applied incorrectly (and inconsistently)

--new are optional fourth and fifth parameters for the OnCharDeath trigger: killer name (if you want the conversation to only trigger if a certain character killed the target); and non-killer names delimited by colons (the names of characters who will ensure this dialog won't trigger if they are the ones to kill the target).

 99 
 on: October 20, 2014, 09:42:59 PM 
Started by CraigStern - Last post by CraigStern
--some playtesting plus a few new tiles later, and we have an updated draft of the tavern brawl :)

 100 
 on: October 20, 2014, 02:01:16 PM 
Started by CraigStern - Last post by CraigStern
--new item: Wine! This reduces your Accuracy and Dodge by 20, but also increases your Slash, Pierce and Crush resistance by 20. Effects last for the whole battle. ;)

--drafted a new battle: the Coria Tavern fight. This is only battle 5 for the month, which means I'm behind, but it took me a while to think of a battlefield layout that I was actually happy with for this one. Hopefully, I'll be able to crank out the next two battles fairly quickly over the next two days to get back on track.

--created some new side-facing stairwell tiles for the Town tileset (visible in the screenshot below)

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