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 91 
 on: June 29, 2015, 02:24:24 AM 
Started by RaijinKnight - Last post by Kletian999
Finally got around to finishing this fight.  Like Chocobo said, destroying the north bridge is a great help; engineer bomb, crossbow bomb, or a ice+fire spell combo will do it.  If you destroy one square on the "close" side and 2 on the far side it gives you a bit of liberty to range harass the calvary; since they aren't smart enough to go the long way while having a strider in the start area.  The temporary helper shows up around turn 4-5, but he'll only help for this battle (He's a male swordsman who also knows weak fire magic).

Since the AI's aggression is very low, dividing and conquering will have the best results.  Walking around the top of the first house to your left or sending flyers (I gave my new cavalry guy the helicopter pack) north of the west bridge allows you to dispatch the flying force.  Shadow resistant units make the best lead ins: park them 1 square out of their melee range which'll force them to use their breath ineffectually, then use piercing/light attacks to slay them quickly.

The Mantis knights are probably the largest threat on the board, their charge hits hard and they have lots of hp.  Present a flat front of melee to prevent them from double teaming units and use Sabrina's traps liberally.  The crossbowmen and healers behind them will clean up fast.  Now you should be able to get the chests in the two houses without issue.  During this part of the map I found the Shadowport skill of the shadowling useful for traversing through the house walls.

Group up before passing the 2nd treasure house.  When you approach the boss he'll likely use a charge attack, thankfully outrunning his mentalist entourage.  The back airforce will likewise too long to reach you before you kill the boss.

 92 
 on: June 24, 2015, 11:58:27 PM 
Started by 7thsage - Last post by 7thsage
I'm not sure if the logs show anything but I had a couple weird things happen.

First, I was buying a bunch of supplies, and the first two times I tried it, for some reason the shop menu disappeared and I was no longer able to complete the shop 'battle' I tried surrendering but that caused the game to crash(no log was generated) I tried a second time and tried to generate log, game froze shortly after when I hit surrender again. third time I tried duplicating the case, but everything worked like normal.

the next weird thing was my archer Zimmer, all his items and skills are duplicating. I noticed when I was shopping, then starting the next battle, they tripled again. I don't really need a set of skills to go to the edge of the page ;) I seem to have a few issues with Zimmer actually. The other day I was playing and in the battle I tried to use his items, but when I clicked on him I think Emma's items came up instead?

 93 
 on: June 24, 2015, 02:41:46 PM 
Started by Sonicjumper - Last post by Sonicjumper
That was amazingly fast! Can't wait to put it to use!
;D ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D

 94 
 on: June 24, 2015, 11:40:20 AM 
Started by CraigStern - Last post by CraigStern
Oh, I made Epic way back in high school--I played it with some of my friends back then, and that's about it. I haven't played that game in well over a decade!

 95 
 on: June 24, 2015, 10:51:54 AM 
Started by Sonicjumper - Last post by bugfartboy
Quote
--added a new property to one-shot sounds wherein they can be tagged with a string.

--added an optional second parameter to the PlaySound script action: sound tag. This assigns a string to a one-shot sound effect to serve as the sound's tag.

--new script action: StopSound. One parameter: a string, the tag of the one-shot sound to stop playing. (If multiple one-shot sounds have the same tag, then if you use that tag with StopSound, all of them will stop playing.)
Well that was fast. Voice acting for everyone!

 96 
 on: June 24, 2015, 10:41:03 AM 
Started by CraigStern - Last post by CraigStern
--added text about damage fall-off to the third part of the game tutorial if the player takes too long figuring out how to destroy the altar

 97 
 on: June 24, 2015, 10:33:32 AM 
Started by CraigStern - Last post by CraigStern
--added a new property to one-shot sounds wherein they can be tagged with a string.

--added an optional second parameter to the PlaySound script action: sound tag. This assigns a string to a one-shot sound effect to serve as the sound's tag.

--new script action: StopSound. One parameter: a string, the tag of the one-shot sound to stop playing. (If multiple one-shot sounds have the same tag, then if you use that tag with StopSound, all of them will stop playing.)

 98 
 on: June 24, 2015, 03:10:36 AM 
Started by Sonicjumper - Last post by bugfartboy
Yeah.  Implementing custom audio is a little... flat.  No custom music, no custom loops, and a very restricted way of playing custom audio.  It isn't perfect, but it gets the job done! :D

 99 
 on: June 24, 2015, 02:55:15 AM 
Started by Sonicjumper - Last post by Sonicjumper
There's no way to interrupt a sound once it's been started.  If you're using it for voiceovers, and the player just *clickclickclickclickclick*s through your dialog, it'll sound like a total trainwreck of audio.

That's kind of what I meant by "limitations". I happen to clickstorm as well whenever I have already seen the dialogue for a certain map or just restarted because one of my characters died. The StopSounds action you're suggesting would probably the most direct solution to that issue. If I do end up using PlaySound for my sound effects I might find some way to skip the dialogue so you wouldn't have to hear/read everything again, but that's more of a workaround that a fix.

 100 
 on: June 24, 2015, 02:38:30 AM 
Started by Sonicjumper - Last post by bugfartboy
As far as I'm aware, the PlaySound action should be more than satisfactory.  I've actually considered using it for a few things, but haven't gotten around to it.  The one thing I'd be careful of:  There's no way to interrupt a sound once it's been started.  If you're using it for voiceovers, and the player just *clickclickclickclickclick*s through your dialog, it'll sound like a total trainwreck of audio.  I'm hoping for a StopSounds action, so that that kind of thing could be avoided by calling StopSounds before playing the next audio clip.

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