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 on: January 14, 2020, 04:27:26 PM 
Started by CraigStern - Last post by CraigStern
-- the 'L' key now saves a log when used inside the campaign editor and all of its sub-editors.

-- made some placement and scaling tweaks to the in-battle weather particle system.

-- made a few small updates to the old Guard Llama mini-campaign.

-- coded what should be support for custom destructible object images in the game, but alas, Unity is being frustratingly recalcitrant.

-- fixed a bug with the RemovePortrait action.

 on: January 14, 2020, 08:28:34 AM 
Started by CraigStern - Last post by CraigStern
Hahaha, nice! I like that idea so much, I've gone ahead and added Mind Control into Lorenzo's ordinary skill progression. :D (I've now also fixed Chomp, Llama Stomp and Firehoof not working--it seems they somehow got erased from the campaign's Attacks.xml file at some point without my noticing!)

The file has been updated. :)

 on: January 13, 2020, 03:41:13 PM 
Started by CraigStern - Last post by CraigStern
-- created ogg files out of the remainder of the Telepath Tactics soundtrack, numerous additional TSoG music tracks.

-- imported the new tracks into the game, updated asset names list so that all music tracks in the game can be easily referenced by custom campaigns.

-- updated music track references in The Vengeance of Emma Strider to match all updated track names. (Previously, tracks were referenced by unofficial work-in-progress names.)

-- the title screen now changes the cursor to an hourglass when loading a new scene, as do the battle and cut scene scenes.

-- you can now talk to Sabrina in the Training battle in The Vengeance of Emma Strider.

-- improved some of the scripting in the Training battle as well as the Zash and Red battle in The Vengeance of Emma Strider.

-- fixed: attack animations were being cut short.

-- fixed: when AI-controlled units became stunned, frozen, or otherwise incapacitated during their turns, the AI would blunder right over the 2-second "determine the next best move based on changed circumstances" timer, sometimes resulting in strange behaviors or bugs.

-- fixed: under certain circumstances, it was possible to drag-pan the camera during in-battle dialogue.

-- fixed: repeatable OnTurn dialogue could inappropriately re-trigger upon attempting to move directly to a new scene via a script action or reply.

 on: January 13, 2020, 12:29:45 PM 
Started by CraigStern - Last post by Mania
The new download link worked, I just finished the campaign!

It did seem that Llama's special Chomp and Hoof abilities didn't work though, they don't appear in the attacks file so that might be the reason. I gave him Possess instead by editing the classes file, because who can look his magnificent face and resist doing whatever he tells you to? Hooray for modding mods!

Sadly Anu Partymember and Bill Swordsmanface died bravely in battle. Their losses shall be mourned.  :(

 on: January 12, 2020, 06:43:20 PM 
Started by CraigStern - Last post by CraigStern
Hey Mania, it looks like the file got corrupted when my host messed up the forum database. I just tried recreating the zip file myself--see if this works!

 on: January 11, 2020, 09:26:26 AM 
Started by CraigStern - Last post by Mania
I've ran into a problem trying to download this campaign, the zip file I download only contains an AOEPatterns and Attacks XML file, and the Attacks file seems to be incomplete:

   <Atk elem="Crush" name="Llama Stomp" d="0" cst="1" minRng="1" maxRng="1" shkMag="2" shkTim="10" strD="1.1" powD="0" defD="0" backstabFactor="1.5" sidestabFactor="1" selfHealFactor="0" selfFocusFactor="0" acck"

These are the files I get when I extract the zip file:

 on: January 10, 2020, 02:20:17 PM 
Started by CraigStern - Last post by CraigStern
-- the game now has its own built-in logging class. It maintains a list of the last 3000 log messages and saves them to a file (Log.txt) within the Documents/My Games/Together in Battle/Logs folder whenever the player presses the 'L' key, or whenever something sent to the log throws an error. (This is important for helping me track down and fix bugs that players experience!)

-- added support for the Log script action, which writes a new message to the log. One parameter: the message to send to the log.

-- removed the behavior in which the game ignored saved units who had last appeared in a different army when loading them in battle. It turned out that this was causing the game to save inconsistent variants of characters from their appearances in different armies, which it turns out is pretty problematic. Maintaining multiple copies of a character in a campaign is still possible--it'll just mean giving them different load IDs.

-- fixed: the SetSeed action was set to search for the seed number parameter in the wrong parameter spot.

 on: January 09, 2020, 03:28:26 PM 
Started by CraigStern - Last post by CraigStern
Played through The Vengeance of Emma Strider again, fixing bugs, tweaking content, and taking screenshots for a much-needed Steam page update.

-- added missing facial expressions in the Caravan battle.

-- improved camera zoom and positioning in multiple cut scenes to better frame the action.

-- fixed some scripting that wasn't working quite right in the Caravan battle.

-- fixed: character selector graphics weren't getting positioned to match their facing direction when characters first spawned.

-- fixed: the AI would sometimes act as though it had moved a character that it hadn't yet moved, skipping to the "use a skill" portion of that character's turn and using a skill from the wrong space.

-- fixed: if a character's move was interrupted (as by a trap), the AI could fail to notice that the character ended up in that space and could potentially try to move another character into that space, producing a null error.

-- fixed: if a character leveled up by counterattacking and slaying the last remaining enemy on the map during the enemy turn, the level-up screen could get stuffed by the AI routines continuing to run and calling the end of the AI player's turn.

 on: January 08, 2020, 03:57:18 PM 
Started by CraigStern - Last post by CraigStern
-- added more Telepath Tactics music tracks into the game, as well as some tracks from prior Telepath titles.

-- replaced old track names from Telepath Tactics with the proper titles of songs.

-- the game now supports the FlipPortrait script action. One parameter: the reference name of the portrait whose facing direction you want to flip.

-- the AddSpeakerPortrait action now works with characters not physically present on the battlefield during battle scenes.

-- if you progress to a new dialogue branch while portraits are still moving from the MovePortrait action, the game now snaps them to their destinations before proceeding.

-- the cursor now changes to an hourglass when loading sub-editors within the campaign editor, then returns to normal upon completion. Similarly, the cursor now changes to an hourglass when exiting sub-editors, then returns to normal upon successfully loading the campaign editor.

-- expanded upon the game's built-in guide to getting started creating a campaign.

-- fixed: dialogue could inappropriately re-trigger upon completion in certain circumstances.

-- fixed: the music browser wasn't allowing you to browse beyond the first page of tracks.

 on: January 07, 2020, 03:25:51 PM 
Started by CraigStern - Last post by CraigStern
-- added more Telepath Tactics music tracks into the game.

-- the game now supports the PlayAnim script action. Makes a character on the battlefield perform the named animation. Two parameters: Character name, Animation name.

-- remade Goniff Bastid's first shop scene from the The Vengeance of Emma Strider campaign using the new shop interface!

-- updated the date scripting for the The Vengeance of Emma Strider campaign so that these values show up correctly in the info bar.

-- updated the money scripting for the The Vengeance of Emma Strider campaign so that it all works correctly with the shop interface and info bar.

-- added proc gen equipment to the The Vengeance of Emma Strider campaign.

-- the Shop editor within the Cut Scene Editor now checks to make sure that the % chance and number values for a given stock are valid.

-- fixed: setting a single, non-zero number (rather than a number range) for the number of items to generate for a stock in a shop would cause the game to generate a number of those items between zero and that number instead of generating exactly that number.

-- fixed: XML comments within scripts would be read by Unity as inner text that would overwrite the script name, thus rendering the game unable to find the script.

-- fixed: ending dialogue in battle with NextScene would not prevent the game from popping up the Actions Bar or the Turn Box upon closing the dialogue window, even as it began to fade the scene out.

-- fixed: after performing attack animations, characters would remain on the last frame of their animation rather than returning to their rest pose.

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