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 91 
 on: July 06, 2018, 04:35:08 PM 
Started by CraigStern - Last post by bugfartboy
Playing through Telepath Tactics again, I realized there was music in the game that I didn't recognize. Was the music track "ThereWillBeBlood", found in the Caravan Battle Prelude (I think), not included in the Telepath Tactics Original Soundtrack?

 92 
 on: July 06, 2018, 02:14:01 PM 
Started by CraigStern - Last post by CraigStern
-- object searches by name in the map editor's New Object window are no longer case sensitive.

-- the character creator's Inventory and Counterattacks window now has a button that will auto-generate an appropriate starting inventory and counterattack type for your character based on their masteries and their class.

-- capped unit speed at 12 in both the character creator and in the character leveling function, largely for performance reasons.

-- the character leveling function now checks for (and prevents) the acquisition of duplicate counterattack types.

-- the cut scene editor now automatically puts the cursor in the text input field when you open the Edit Narration window.

-- fixed a bug in the character creator where loading a character who was missing barks would throw an out-of-range error.

-- fixed a bug in the character creator wherein hitting New Character would not hide the character review screen from whatever character was there previously.

-- fixed a bug in the cut scene editor where the game wouldn't update the appearance (or disappearance) of frame progressions arrows after adding or deleting a frame.

-- fixed a bug in the cut scene editor where the game wouldn't update the appearance of the cut scene after hitting delete frame on the first frame in the scene, or on the last remaining frame in the scene.

-- fixed a bug in which the game would sometimes get confused by non-procedurally-generated shields in Items.xml, would treat them as procedurally generated, and then throw an error when the game couldn't find all the parameters for making proc gen shields out of them.

-- wrote some golem attack barks (which I had apparently neglected to add into the game previously?)

 93 
 on: July 05, 2018, 02:14:35 PM 
Started by CraigStern - Last post by CraigStern
Took yesterday off for Independence Day (but still ended up spending time corresponding with artists); today, more work on the dialogue editor:

-- dialogues and scripts can now display their branches or actions (respectively), lined up in a column below (per the Telepath Tactics dialogue editor).

-- the dialogue editor now displays all dialogue and scripts already existing in the current scene when opened, complete with all of their branches/actions.

-- fixed a handful of bugs (including a particularly insidious one where the cut scene editor would load all of the dialogue and scripts from PersistentDialogue.xml, then resave them as part of the cut scene, leading to a snowball effect in which those scripts and dialogue would be re-added with every subsequent load and save of the cut scene)

 94 
 on: July 03, 2018, 12:26:05 PM 
Started by CraigStern - Last post by CraigStern
-- finished implementing the Edit Rosters window in the cut scene editor; you can now use it to set NewRoster tags for up to 9 different rosters!

-- all NewRoster tags are now properly formatted and saved with the cut scene when you save your cut scene in the editor.

-- fixed a bug in the AI which was causing the game to drastically undervalue moves that involved AOE skills targeting multiple enemies at once.

 95 
 on: July 02, 2018, 02:46:27 PM 
Started by CraigStern - Last post by CraigStern
Showed off the game at Indie City Games this weekend--and of course, I stumbled into something like seven different bugs while doing so. Thus, today is a bug-fixing day:


-- fixed a bug in which the game's combat AI would sometimes assign value to zero-value targets based upon damage dealt to them.

-- fixed a combat AI bug involving calculating the correct rotation direction for attack reticle patterns.

-- fixed a bug in which the character creator saved the portrait and sprite attributes for Either-gendered units incorrectly.

-- fixed a bug involving inappropriate method calls during cut scenes.

-- fixed a bug in which the game would not correctly discern all backgrounds in Resources when not in the editor. (Turns out, Unity just compiles all of the files into a giant blob, making such lookups at runtime impossible in compiled versions of the game! Lame. Changed the dynamic lookup to just a hard-coded list of backgrounds, less flexible and fancy, but it works.)

 96 
 on: June 29, 2018, 11:26:41 AM 
Started by CraigStern - Last post by CraigStern
-- cut scenes can now parse NewRoster tags, and will generate new rosters based on the loadIDs and num attributes they find in each.

-- the cut scene editor now has an Edit Rosters button; began work on an Edit Rosters window.

-- added the OnGrab dialogue trigger to the game's dialogue check system and fully implemented it in combat!

OnGrab contains the same parameters as before, but I've reordered them for easier usage: (1) the name of an item that must be grabbed from the sack to trigger the dialogue (important to distinguish it from other sacks); (2) the name of the character grabbing the sack (if the dialogue can only be triggered by a particular character); (3) the army number of the sack-grabber (if the dialogue can only be triggered by a character of a particular army grabbing the sack); and (4-5) the y and x coordinates from which the sack must be grabbed, if any.

-- the game now auto-replaces any ID[] tags it finds referenced in battlefield dialogue with the associated character's name.

-- during forced group introductions in camp, characters with the friendly personality trait now get a morale boost instead of a penalty (as well as a different narrative blurb).

-- adjusted object sprite positioning in battle scenes to better line up with spaces on the grid.

-- fixed a bug in which the game would not save the unityScene parameter properly for battles upon transitioning from the Daytime scene.

-- fixed a bug in which the game did not look up portrait data for generic "Either" units correctly.

 97 
 on: June 28, 2018, 03:27:25 PM 
Started by CraigStern - Last post by CraigStern
Scripts work very similarly to how they worked in Telepath Tactics; individual actions have scoped parameters, but there's no ability to create variables local to a given script.

 98 
 on: June 28, 2018, 03:12:45 PM 
Started by CraigStern - Last post by CraigStern
-- in the dialogue editor, clicking on the box for a dialogue or script now lets you edit its properties; the "add new branch or action" effect is now activated by a separate button just below the box.

-- added the OnReachingSpace dialogue trigger to the game's dialogue check system and fully implemented it in combat!

It contains the exact same parameters as before: the Y coordinate, the X coordinate, the name of the character who must trigger the conversation (if it can only be triggered by a particular character), and the army number of the character who must trigger the conversation (if it can only be triggered by a character of a particular army).

-- added the OnCharDeath and OnCharAttacked dialogue triggers to the game's dialogue check system, and fully implemented them in combat!

The first parameter of each has been changed--instead of referencing the turn number (because really, who ever used anything other than -1 for that?) it now takes the army number for whatever characters are to trigger the dialogue (by dying or by getting attacked, as the case may be). If you want to specify the triggerer using name or class instead, just leave this parameter at -1.

-- added the OnOpeningDoor, OnLockedDoor, and OnUsing dialogue triggers to the game's dialogue check system. They use the same two parameters as before, but now can take the last two parameters from OnReachingSpace as optional parameters. (Not fully implemented yet, as I haven't fully implemented opening doors and using triggered objects.)

-- implemented the r attribute for dialogue in the game. Instead of an integer, it's now just a simple boolean: false if the dialogue cannot be triggered again. If you don't use the r attribute, the game will just assume the dialogue can be triggered again over and over, ad infinitum.

-- the game now actively prevents OnReachingSpace, OnOpeningDoor, OnLockedDoor, OnUsing, OnCharDeath and OnCharAttacked dialogue from being triggered more than once in the same turn (even if it's repeatable).

 99 
 on: June 28, 2018, 12:38:55 PM 
Started by CraigStern - Last post by bugfartboy
Will scripts work similarly to the previous engine, in that it's just a block of actions? Will the new script implementation support defining scoped parameters (making them more akin to functions), or will that need to be handled by the script's author?

 100 
 on: June 27, 2018, 03:37:15 PM 
Started by CraigStern - Last post by CraigStern
-- began creating a dialogue editor. There is now a screen for it, it's possible to reach said screen via the cut scene editor, there are buttons that open windows to produce new dialogue and new scripts, said windows allow you to input the necessary parameters, and confirming after doing so creates new dialogue and new scripts, visualized onscreen as little gray boxes containing the Conversation ID or Script Name.

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