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 91 
 on: December 12, 2019, 03:17:11 PM 
Started by CraigStern - Last post by CraigStern
-- when you narrow the dialogue trees and scripts displayed in the dialogue editor, the camera now snaps you back to the default starting position so you can browse the results.

-- finally implemented the MovePortrait script action! This lets you move portraits around during cut scenes. I've changed it a bit, however: rather than requiring specific pixel coordinates, it now takes integers roughly corresponding to 1/20th of the screen, making it way easier to predict where the portraits will end up. Parameters: (1) Portrait reference name, (2) destination X, (3) destination Y, and (4) speed.

For destination X, 0 is the left edge of the screen and 20 is the right edge. For destination y, 0 is normal standing height and 20 is so low that the portrait is ducking down below the bottom edge of the screen. Speed is a decimal (with 100 being normal move speed). Everything after parameter 2 is optional.

This, for instance, will have the character portrait with reference name Bob move slowly toward the center of the screen:

Code: [Select]
MovePortrait/Bob,10,,40
This will have the character portrait with reference name Bob move quickly toward the right edge of the screen:

Code: [Select]
MovePortrait/Bob,20,,250
This will have the character portrait with reference name Bob move at normal speed toward the left edge of the screen:

Code: [Select]
MovePortrait/Bob,0,,100
(Note that you're almost never going to use the Destination Y parameter unless you're simulating a character ducking, laying down, falling over, etc.)

-- fixed: character portraits added via script actions weren't taking their reference names correctly.

 92 
 on: December 11, 2019, 02:36:04 PM 
Started by CraigStern - Last post by CraigStern
-- broke the testing set-up scripts field into three separate fields, each with predictive text boxes that suggest the closest matching global script names as you type.

-- you can now drag-pan around in the map editor by right-clicking.

-- you can now drag-pan around in the dialogue editor.

-- the plus and minus keys now function as zoom-in and zoom-out hotkeys in the dialogue editor.

Added some much-needed display functionality to the dialogue editor, making it much easier to find things in scenes with lots of different dialogue trees and scripts:

-- there are now check boxes in the dialogue editor that let you filter out dialogue trees so you see only scripts, or filter out scripts so you see only dialogue trees.

-- there is now a search bar in the dialogue editor that narrows down the field of visible dialogue trees and scripts by matching conversation IDs and script names, respectively.

 93 
 on: December 10, 2019, 03:54:20 PM 
Started by CraigStern - Last post by CraigStern
-- you can now hand-set all 10 rosters for test purposes when testing scenes directly from the campaign editor!

-- you can now specify set-up scripts to be run the first time you load a scene for testing. These, in turn, can set various values (or do whatever you like, really) to help simulate the state the player should be at in the point in the campaign you're testing.

-- the game will save your test rosters and named set-up scripts when you leave the editor to test a scene, and will reload them upon your return for further testing.

-- new status effect: Clarity. Boosts accuracy by 50% for 3 turns.

-- new skill: Clarify. 3 energy; buffs the target with Clarity status. Mentalists now learn either Stimulate or Clarify as part of their skill progressions.

-- increased the power of the Blindness status effect from 100 to 150, ensuring that it cannot be meaningfully counteracted by Clarity.

-- dropped the accuracy modifier on Overhead Chop (the axe skill) from -25 to -30; dropped the physical damage multiplier on Overhead Strike (the sword skill) from 1.5 to 1.4, and the cost from 4 to 3.

-- fixed a divide-by-zero error that could occur in battle when determining the coordinates to pan to when panning to an army.

 94 
 on: December 10, 2019, 09:42:21 AM 
Started by CraigStern - Last post by CraigStern
I'm sticking to the six species represented in Telepath Tactics for this next title--there will be new classes, though! :)

And sure, you can make requests for features however you like.

 95 
 on: December 10, 2019, 12:07:06 AM 
Started by tartarus - Last post by tartarus
Miele Complete C3 Silence EcoLine Review: Is It Really That Quiet?

Vacuum cleaners make our lives easier. This is an undeniable fact since no one wants to manually pick up the dust and dirt in their house.

But they do have a common flaw, their noise.

This is even truer for vacuums with powerful motors. The noise coming from them are just as big as their suction power. In fact, most models are so loud that it can even ruin the experience of other family members watching TV.

But with the Complete C3 Silence Ecoline, you can put an end to it. Miele - one of the Best vacuum cleaners on the market. Let's see if it can live up to this claim.

Overview

  • Power: 500W
  • Dust bag capacity: 4.5 liters
  • Weight: 7kb
  • Noise level: 64dB
  • FIltration system: Silence AirClean Filter

Design & Performance

This Miele vacuum cleaner is a bagged model, featuring foot suction control and AirClean filters.

Its floorhead is designed to be used on both carpets and hardwood floors. You can switch between two modes with an easy switch. It provides an acceptable cleaning radius while the "Dynamic Drive" castors help increase the level of mobility even more.

The motor is the primary difference between this Silence EcoLine vacuum and other Complete C3 versions. Compared with other vacuums in that lineup, this version only uses a 500W EcoLine engine. As you may know, other Complete C3 vacuums What is the best vacuum cleaner - The Best vacuum in the world from Miele - uses the 900W motor for stronger performance.

And while it's true that this lower-wattage motor reduces its suction power, it also makes the vacuum quieter.

Cleaning results are quite good on different types of surfaces. But for pet owners, this vacuum may be a hit-or-miss: sometimes the pet hair removal rate is rather disappointing.

There are no other major drawbacks considering its design and usability besides its weight. At 7kg, this corded vacuum is quite bulky when you need to maneuver between your furniture.

Noise

The noise level of 64dB is exceptionally low for a household vacuum, which is the main reason you can ignore its other drawbacks.

But you must have a realistic expectation when it comes to the noise of a vacuum.

It's a machine with hundreds of wattage; of course, you're going to hear some noise no matter what. But at the end of the day, if you're not picky, it's still one of the quietest vacuums we have so far. And this comes with good cleaning results on many types of floors, which is not a guarantee for quiet vacuums.

If you're a big fan of the Miele Complete C3 series and you seek a more pleasant cleaning noise experience, we don't think there’s a better option.


Pros and Cons

Pros:

  • Extremely quiet
  • Acceptable cleaning performance
  • Same designs as other C3 versions
Cons:

  • Poor pet hair removal results
Our Verdict

If you put all the design and performance features together, Miele has done a great job with the Silence EcoLine vacuum. For those who are looking for a quiet model that still has a strong performance, it's an ideal option - as our vacuum cleaner review Top best vacuum cleaners has proved.

 96 
 on: December 09, 2019, 04:21:02 PM 
Started by CraigStern - Last post by CraigStern
-- added a Test Campaign button the campaign editor; when clicked, it allows you to choose a scene, then immediately loads it in a (normally unusable) save slot in "normal game" mode so you can test it out. When you "return to title screen" after testing it out, the game instead returns to the campaign editor.

--in the process of implementing a "test roster" interface as part of the Test Campaign window to let you create a roster on the fly for jumping directly to testing out battles.

 97 
 on: December 06, 2019, 02:52:46 PM 
Started by KZ - Last post by ArtDrake
Granted! However, the time-stop doesn't cancel your momentum, so when you apply it, you go hurtling off into space at 67,000 miles an hour due to Earth's orbit about the sun... if you're lucky enough for it to be morning. If it's evening, your momentum carries you the other way, splatting you into the ground at Mach 87 and causing a small earthquake.

I wish to take advantage of the upsurge in objectivism across society to purchase a WWJGD ("What Would John Galt Do?") t-shirt, which I can wear ironically once the upsurge dies down again (due to people realizing that objectivism is a terrible philosophy).

 98 
 on: December 06, 2019, 01:55:02 PM 
Started by CraigStern - Last post by CraigStern
Fixed a variety of bugs that crept into the game with the latest additions, as well as fixing an annoying issue with hypersensitive camera drag-panning during deployment.

With the issues cleared up, I'm submitting the game to SXSW Gaming 2020!

 99 
 on: December 06, 2019, 09:39:31 AM 
Started by CraigStern - Last post by Acxeleon
Without giving too much away, will we be seeing a new race debut in this new game of yours? Follow up question, might I give out another suggestion or possible idea in a private message?

 100 
 on: December 06, 2019, 09:18:15 AM 
Started by KZ - Last post by CraigStern
Your wish is granted, but the parody is poorly executed and most viewers take it as an endorsement of Rand's worldview, leading to an upsurge in objectivism across society.

I wish I could selectively stop time for everything in the universe except myself, allowing myself to work/walk around/sleep unimpeded, then restart time again at will.

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