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 91 
 on: February 22, 2015, 03:22:28 PM 
Started by CraigStern - Last post by bugfartboy
Quote
Is this as part of your character-naming project?
Yeah.  I'm trying to think of instances where that capability could come in handy, but the keyboard idea is the only one I can think of.
-EDIT-
Definitely a silly question.  I would think the game's custom font would be a pain to add Unicode support to.

Quote
Not presently, no. You can spawn characters based upon their name or their class, but that's about it at present.
Fair enough.  I guess I have a few experiments to do now regarding if the game will recognize a character even though it now has a different name.
-EDIT-
Quote
or their class
Now I feel really silly.  I don't know why I didn't think of this.

 92 
 on: February 22, 2015, 12:35:25 PM 
Started by CraigStern - Last post by CraigStern
--fixed a bug in which the game would not "remember" changes you made to characters' inventories in the reserve supplies screen if those characters were not then used in the subsequent battle.

--the game now remembers any all changes you make to the reserve supply inventory (and individual character inventories) during the deployment phase before a battle starts. Even if you quit during the battle and restart, all the work you did shuffling and arranging items among your team members during the deployment phase will be saved.

--fixed a couple of bugs where the game would try to alter the stats of a character not currently on the battlefield if you had someone drop an equipped item during deployment.

 93 
 on: February 22, 2015, 10:29:50 AM 
Started by CraigStern - Last post by CraigStern
Is there any way to use unicode characters in dialog and scripts? I'm trying to write a script that sets a specific variable to a blank space, and everything I've tried has failed.  If I use simple blank space, the game reads it as having nothing in it, and I haven't been able to find any way to have the game read a unicode string as its respective character.

I don't believe there is at present. Is this as part of your character-naming project?

Is there any way to spawn a character based on its ID tag, either with the SpawnChar action or by default in a map's xml file, or use the ID tag to add a character to the roster?

Not presently, no. You can spawn characters based upon their name or their class, but that's about it at present.

 94 
 on: February 21, 2015, 09:47:29 PM 
Started by CraigStern - Last post by CraigStern
--designed "box art" for use in promoting the game

--took care of more business stuff; created a business checking account for the LLC, advanced the Steam sign-up process further

 95 
 on: February 20, 2015, 07:46:28 PM 
Started by CraigStern - Last post by bugfartboy
Is there any way to use unicode characters in dialog and scripts? I'm trying to write a script that sets a specific variable to a blank space, and everything I've tried has failed.  If I use simple blank space, the game reads it as having nothing in it, and I haven't been able to find any way to have the game read a unicode string as its respective character.


Is there any way to spawn a character based on its ID tag, either with the SpawnChar action or by default in a map's xml file, or use the ID tag to add a character to the roster?

 96 
 on: February 18, 2015, 09:10:47 PM 
Started by CraigStern - Last post by CraigStern
--found and fixed an incompatibility in the code with my solution to the tag-saving bug, one that would result in characters (and thus, battles) not loading properly after saving from the previous completed battle. (I'm not 100% sure, but this might invalidate saved games from earlier versions.)

--made it so you can talk to Annel with either Emma or Sabrina, and doing so now gives you control over him for the remainder of the battle

 97 
 on: February 18, 2015, 06:05:56 PM 
Started by CraigStern - Last post by CraigStern
--fixed a bug in which the experience gain from reading primers would not be applied immediately

--fixed a bug in which characters would no longer level up from striking a battle-winning blow until the next battle

 98 
 on: February 18, 2015, 04:25:39 PM 
Started by CraigStern - Last post by CraigStern
--fixed a bug in which characters were no longer getting experience for using Create abilities

--fixed a bug in which characters were no longer getting experience for using non-damaging abilities that move other characters around (Shove, Pull, Kinetic Gust, etc.)

 99 
 on: February 18, 2015, 03:20:19 PM 
Started by CraigStern - Last post by CraigStern
--tweaked how the AI deals with the IgnoreArmy tag so that armies set to ignore the player will also ignore objects (bridges, barricades, etc.) created by the player.

--confirmed: I finally fixed that stupid tag-saving bug! I hadn't noticed it earlier because the bug only affects tags with more than 1 parameter, and I haven't used many of those in the main campaign. (In the campaign, the bug manifests with assassin characters who had lockpicks left equipped from a previous battle; these characters would not get the normal 50 damage against chests from using Pilfer until they unequipped and then re-equipped the lockpicks. That's fixed now!)

--fixed a mistyped variable in the game's "clearPathCheck()" routine, one which I suspect was causing the game to freeze under certain circumstances (in particular when enemy cavaliers used the Charge attack).

 100 
 on: February 18, 2015, 11:19:14 AM 
Started by CraigStern - Last post by CraigStern
--new item: Fur-Lined Cloak. Gives the wearer 15% cold resistance.

--made it so cloaks are equipped to the back rather than the torso (so they can be worn concurrently with armor)

--fixed a bug in which items that ostensibly altered a character's counter limit would do no such thing

--I believe I fixed a bug in which the game would not properly save all of a character's tags between battles; I'll have to test it later, though

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