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 91 
 on: February 14, 2014, 12:57:13 PM 
Started by CraigStern - Last post by Sythion
Welcome back! ;)

What he said :D

 92 
 on: February 14, 2014, 12:29:53 PM 
Started by CraigStern - Last post by CraigStern
Welcome back! ;)

 93 
 on: February 14, 2014, 07:09:18 AM 
Started by CraigStern - Last post by Ertxiem
I'm back! I was away during December and when I returned I found that my computer broke down. (It probably missed me so much that its heart was broken! :) )
But now everything seems to be working, so I'll have a couple of months of catching up to do.

 94 
 on: February 13, 2014, 09:21:40 PM 
Started by CraigStern - Last post by CraigStern
New character attribute added to CharClasses.xml and ObjClasses.xml: lighting.

The lighting attribute can be left blank--if you leave it blank, the character will accept ambient global lighting, just as normal.

If you want a certain character or object to always have its own lighting color, however, stick in three parameters delimited by commas: Red, Green and Blue values. Just as with Global Lighting parameters, these are decimal numbers that can be anywhere from 0 to 2.0, with 1.0 being 100% color value.

E.G.

Code: [Select]
<Obj charname="none" spritetype="CampfireLit"...shadowType="Small" shadowY="36" lighting="1.6,1.2,0.7"...
Here, lighting="1.6,1.2,0.7" tells the game to increase the red value by 60%, the green value by 20%, and reduce the blue by 30%, no matter what the global lighting for the level is.

Another example:

Code: [Select]
<Char charname="Shadow/Emma" spritetype="Swordsman_F"...shadowType="Small" shadowY="32" lighting="0,0,0"...
Here, lighting="0,0,0" tells the game to turn the sprite completely black. We've just created a shadow version of one of our normal sprites!

You can see examples of this new attribute in action below.

NOTE: if you are working on a campaign, then once I update the build again, you're going to need to update your CharClasses.xml and ObjClasses.xml files; just add lighting="" in between the shadowY and ctr attributes for each character and object, and you'll be set. Suggestion: use ctrl + H (find and replace all) to make this process easier. Specifically, replace ctr=" with lighting="" ctr=" and you'll be good to go!

 95 
 on: February 13, 2014, 08:14:34 PM 
Started by CraigStern - Last post by CraigStern
Fixed the bug where characters with a counterattack would nonetheless fail to counterattack after dodging an enemy attack.

 96 
 on: February 12, 2014, 11:24:03 PM 
Started by CraigStern - Last post by CraigStern
Fixed a bug where you could advance dialog even while the dialog menu was invisible during character movement simply by using hotkeys.

Fixed a weird bug where CPU characters would sometimes overlap each others' turns if there were counterattacks happening.

Fixed an issue where the turn wouldn't end if the last character to attack used a turn-ending attack and leveled up off of it.

 97 
 on: February 12, 2014, 08:22:48 PM 
Started by CraigStern - Last post by CraigStern
Whenever you have a dialog branch with multiple actions in it that include MoveChar, the game now runs all of the MoveChar actions first, and then runs the other actions after all of the characters have completed moving.

The game no longer freezes if you try to move a character to an inaccessible space using MoveChar.

New script action: IfOnCoordsRun. This action has four parameters: (1) character name, (2) y coordinate, (3) x coordinate, and (4) script name. It checks to see if the named character is at the battlefield coordinates you specified--if so, then the named script is run. You can also specify "NO_ONE" for the first parameter, in which case the game checks to see if the space is entirely empty--if it is, then the named script is run.

"Why create IfOnCoordsRun when we already have pressure triggers and OnReachingSpace?" you ask. Simple! I created IfOnCoordsRun as a way of checking to see if characters are blocking scripted movement via MoveChar during a conversation, and moving them out of the way if they are. You can't use OnReachingSpace or pressure triggers in this way, since they can't check character positions in the middle of dialog. Hence, the reason for IfOnCoordsRun.

 98 
 on: February 12, 2014, 05:56:44 PM 
Started by CraigStern - Last post by CraigStern
The official campaign's first few scenes are now in-game! :D

We've created some swanky new custom cursors to be used in place of the default mouse cursor (see below).

I've coded in support for visual effect animations with frames of any size, not just 128 x 128. The only caveat is that the width and height of each frame must still be the same (64 x 64 is okay, 64 x 96 is not; 48 x48 is okay, 48 x 52 is not).

The bandit sprites are now being used in the single player campaign (albeit currently using a placeholder attack animation that doesn't really match the sprite).

Fixed a bug where if you moved multiple characters at the same time in dialog using the MoveChar action, the dialog box would appear as soon as the first character stopped moving (instead of waiting for all of them to finish).

 99 
 on: February 10, 2014, 08:58:00 PM 
Started by CraigStern - Last post by CraigStern
New dialog action: RemoveGlow. This removes the selection glow from whatever character has it at that time. This is basically to keep characters who have selection glow from dialog from glowing on into the next character's turn.

 100 
 on: February 10, 2014, 07:43:33 PM 
Started by CraigStern - Last post by CraigStern
Spent more time working on the campaign's introductory sequence; I'm really pleased with how it's coming together right now! :)

Also, we now have a special new graphic for the splash screen whenever a player's turn starts--it has elements that get palette swapped to match the army color of the current player (which should make it way the heck easier for people to remember which army is which during local multiplayer).

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