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 on: January 19, 2017, 02:23:42 PM 
Started by CraigStern - Last post by CraigStern
At the start of a player's turn, the game now finds the average of all coordinates for characters on that player's army, finds all such characters within 6 spaces of there, and then pans to the coordinates closest to the average of those characters' coordinates. (In short, it pans to a group of characters that are close to the average point of all characters in the army.) If the game can't find such a group (i.e. because the units are spread out exclusively in various far-flung corners of the map), it just picks the first character in that player's roster and pans over to him or her.

 on: January 19, 2017, 12:01:48 PM 
Started by CraigStern - Last post by CraigStern
Added the smash, slash, and pierce visual effects into the engine and got them animating correctly.

 on: January 19, 2017, 10:10:31 AM 
Started by CraigStern - Last post by CraigStern
The game engine now converts procedurally generated character combat barks into useable dialogue in battle. Death barks and victory barks are now triggered at the appropriate moment during an attack sequence.

 on: January 18, 2017, 03:16:47 PM 
Started by CraigStern - Last post by CraigStern
Spent yesterday cropping a bunch more animations when I suddenly realized that the sprite packing program I was using was going to scramble all of the frames of the different animation types together, making it nearly impossible to arrange them correctly in-engine. I then discovered that the freeware program Alferd Spritesheet Unpacker will split spritesheets into cropped individual frames, so I basically wasted a bunch of time trying to shrink these things manually. (Oops.) Performed a bunch of research and determined that unpacking spritesheets into individual cropped frames kept in subfolders, then processed through TexturePacker is the way to go as far as generating optimized spritesheets with the frames attached to their respective animations. Thus far, I've split every last female swordsman animation into cropped frames, but that's it.

On the non-animation front:

- began implementing dialogue script actions. So far I have GoTo, GoToLastBranch, EndConvImmediately, ShakeScreen, SpawnParticlesAt, HomePage, AddPortrait and ClearPortraits working.

 on: January 17, 2017, 04:24:47 AM 
Started by RaustBD - Last post by Nedforspidnug
I would like to know what is your opinion on the sound track to this game? Do you like it hate it? What?

 on: January 16, 2017, 02:02:23 PM 
Started by CraigStern - Last post by CraigStern
Began the long, tedious process of cropping all the frames on all of the old character animations so that they can all be packed tightly into power-of-2-sized sprite sheets for more optimal memory usage.

Completed thus far: walk animations for all genders of every class from the original game--Arbalist, Assassin, Axefighter, Barudit, Bowman, Bowmaster, Bronze Golem, Caduceus, Cavalier, Crossbowman, Cryokineticist, Cryokurios, Drake, Engineer, Fencer, Gasul, Greater Spriggats (Dark, Frost, Golden and Red), Machinist, Mantis Knight, Marauder, Megalith, Mentalist, Photokineticist, Photokurios, Psy Healer, Puppetmaster, Pyrokineticist, Pyrokurios, Sentinel, Shadowheart, Shadowling, Skiakineticist, Skiakurios, Spearman, Specter, Spirit, Spriggats (Dark, Frost, Golden and Red), Stone Golem, Swordsman, Titan, and Whisper.

 on: January 16, 2017, 12:07:31 PM 
Started by Duskling - Last post by Nedforspidnug
i need a new game too, theres only so long you can play defense grid lol.

 on: January 13, 2017, 12:50:42 PM 
Started by CraigStern - Last post by CraigStern
Dead units now drop an item sack containing their old inventory when they die.

 on: January 12, 2017, 03:07:19 PM 
Started by CraigStern - Last post by CraigStern
The game now parses all associated scripts and dialogue from XML when a level loads, including replies and actions.

There is now a dialogue screen in the game that gets shown when the appropriate line of dialogue is triggered. (There is still a lot of work to do there, though: the only supported triggers at the moment are OnTurn and OnLoaded; the only supported replies are NextBranch, NewBranch, and EndConv; and no actions are supported quite yet.)

 on: January 11, 2017, 12:32:31 PM 
Started by CraigStern - Last post by CraigStern
Generic units that carry specific items in a given battle (i.e. treasure chests or the occasional bandit) now spawn with those items in their inventory.

Reformatted XML dialogue to make it more human-readable and allow for easier, more accurate importing with less risk of errors.

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