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 91 
 on: May 16, 2014, 01:29:24 PM 
Started by CraigStern - Last post by CraigStern
--fixed a couple of bugs in the merchant dialog tree; it's now fully functional! :D
--swapped out the placeholder character sprites from the intro; Emma and Sabrina are now actually depicted as children when they should be children
--I've implemented experience scaling into the game; the game now scales the experience characters get from attacking or slaying enemies based on the differences between their levels (you get more experience for enemies that are higher-level than your character, less experience for enemies that are lower level). Each level gap increases or decreases the experience award by 10%, to a maximum of 250% or a minimum of 10% of the base experience amount.

 92 
 on: May 16, 2014, 11:06:40 AM 
Started by Ertxiem - Last post by CraigStern
Yes; I'm probably going to implement that at some point as an alternative. ;)

 93 
 on: May 16, 2014, 01:49:09 AM 
Started by Ertxiem - Last post by Ertxiem
Wouldn't it be easier to make a LastBranch function with one new parameter: how far back would you go: either a number or 'all'?

 94 
 on: May 15, 2014, 10:22:29 PM 
Started by CraigStern - Last post by CraigStern
--working on the merchant dialog tree some more.
--fixed bug where LastBranch and LastLastBranch reply types weren't working properly
--fixed bug where dialog with special -VAL:- and -STR:- placeholders would not update to reflect new values as they were updated via dialog
--added new LastLastLastBranch reply type (because why not)
--oh, and I submitted the game to Indiecade :)

--fixed a bug where items weren't being properly unequipped within the inventory screen when equipping a different item to the same slot, leading to multiple items showing an "equipped" symbol

 95 
 on: May 13, 2014, 09:08:33 PM 
Started by CraigStern - Last post by bugfartboy
So if I were to put a generic "Never mind" reply with a type of "LastBranch" in every branch of a set of dialogue, it would eventually lead me back to the dialogue's origin? Interesting...

 96 
 on: May 13, 2014, 01:16:58 PM 
Started by CraigStern - Last post by CraigStern
Yes. If a branch can be reached by different routes, LastBranch will always take account of the particular series of branches the player used to reach it.

 97 
 on: May 13, 2014, 01:05:54 PM 
Started by CraigStern - Last post by bugfartboy
Do Last Branch reply types chain together? Does it keep track of which specific path a dialog takes?

 98 
 on: May 13, 2014, 09:45:59 AM 
Started by CraigStern - Last post by CraigStern
--fixed a bug in the RemoveTag and RemoveTagFromArmy actions
--new script action: GoToLastBranch. It's just like GoTo, but it has no parameters; it simply moves the dialog back to whatever branch the conversation was on before the current branch. Good for conversational "dead ends" that can be reached from multiple different points in the dialog tree (e.g. "I'm sorry, but it looks like you don't have enough money to buy that.")
--two new Reply types: LastBranch and LastLastBranch. These behave the same way as NewBranch, but take no parameters, and instead move the conversation back one (or two, in the case of LastLastBranch) branches previous to the current branch.

E.G. Let's say a player is on branch 7, then clicks a reply that takes him to branch 10, and then clicks a reply that takes him to branch 15. Clicking a LastBranch reply would return him to Branch 10; clicking a LastLastBranch reply would return him to branch 7.

 99 
 on: May 12, 2014, 05:50:21 AM 
Started by CraigStern - Last post by CraigStern
--floating text pop-ups no longer spawn before you click to begin your turn; instead, they now wait for your turn to start and only then appear
--updated Cone of Cold multiplayer map; got rid of Archipelago (which was decidedly not very fun to play on)
--fixed a few random bugs
--did some cut scene polishing
--balanced the Caravan Battle for difficulty

 100 
 on: May 11, 2014, 07:04:04 PM 
Started by CraigStern - Last post by CraigStern
--improved AI algorithm for actions undertaken after using or grabbing items
--added proper support for loading and saving Scripts with maps into the map editor (I have no idea how I managed to forget to add this, but it's in there now!)
--fixed a bug in the dialog editor that concerned the Duplicate Branch function


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

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