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Author Topic: A new engine!  (Read 28528 times)

CraigStern

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Re: A new engine!
« Reply #405 on: July 12, 2018, 03:34:10 PM »

-- received the first of the new cut scene backgrounds: the forest!

-- in the dialogue editor, the plus and minus buttons in the Edit Branch window's action and reply slots now actually add and remove actions and replies from their associated dialogue branch.

-- added descriptions to each of the actions listed in Actions.xml.

-- implemented NextScene.

-- implemented NewScene. It has one parameter: the name of the scene to load.

-- implemented AddObjective and RemoveObjective. Each has one parameter: the text of the objective to add/remove from the list of objectives shown to the player.

-- implemented MoveUnitBy, which replaces MoveCharBy. Same parameters: character name, spaces to move along the y-axis (negative integers move up), and spaces to move along the x-axis (negative integers move left).

-- implemented LearnSkill, which replaces the old TeachAttack and TeachAttackTemp actions. Three parameters: character name, skill name, and an optional third true/false parameter telling the game whether the skill granted lasts only for the current battle. (Delimit skills with a | in the second parameter to learn multiple skills at once.)

-- implemented IfGoneGoTo. First parameter: character name. Second parameter: branch number. Used in battle, this takes account of whether the named character is on the battlefield; used outside of battle, it checks whether the named character has a Wound Level of 0 (i.e. isn't out of commission from having been brought to 0 health or less) and is in the current roster. If the answer is no, the game goes to the specified dialogue branch.

-- implemented IfGoneRun. First parameter: character name. Second parameter: script name (or names, each delimited by a |). Used in battle, this takes account of whether the named character is on the battlefield; used outside of battle, it checks whether the named character has a Wound Level of 0 (i.e. isn't out of commission from having been brought to 0 health or less) and is in the current roster. If the answer is no, the game runs the specified script(s).

-- you can now change a unit's Sprite Set via SetStat; doing so in battle now automatically changes the unit's appearance to match its new sprite set.

-- changing a unit's Army via SetStat in battle now automatically changes the unit's color to match the new army.

-- fixed a bug in which the game would throw null errors if branch 0 of a dialogue called EndConvImmediately.

-- fixed an annoying z-sorting bug that would sometimes affect sprites in battle.
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CraigStern

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Re: A new engine!
« Reply #406 on: July 13, 2018, 01:10:09 PM »

-- in the dialogue editor, clicking the main portion of the Edit Branch window's action and reply slots now open a window to edit the clicked-upon action or reply. Any edits are saved to the dialogue upon confirmation.

-- implemented the Run reply type. One parameter: script name (or multiple script names delimited by | characters) to be run when the reply is clicked. (Note that your chosen script is going to need actions like GoTo or LastBranch if you want it to actually change the dialogue branch!)

-- changed Actions.xml to ActionsReplies.xml. Added all current reply types to the file, with descriptions and parameters.

-- typing in the Action Type or Reply Type field of the Edit Action / Edit Reply windows will now produce little buttons right below the input field that predict what you're in the process of typing. Clicking one of these buttons will autocomplete the text for you, provide a description of the chosen action or reply, and fill in the parameters field with placeholder values letting you know what parameters you need (if any).
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CraigStern

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Re: A new engine!
« Reply #407 on: July 16, 2018, 03:31:58 PM »

-- received the nighttime variation on the Forest background art from the background artist.

-- in the dialogue editor, you can now delete dialogues and scripts, as well as individual branches / actions belonging thereto. The remaining dialogues / scripts / branches / actions will shift to fit any gaps left by the deletion.

-- added support for the special character -BRANCH:- into the game. This replaces BNAME[], and is treated as the number of whatever branch within the current, active dialogue happens to have the branch name appearing after the colon. (Useful for the "GoTo" actions, or for storing a particular branch number as a VAL in advance.)

-- added support for the brand-new special character -PICK:- into the game! This allows you to easily make the game select at random from among multiple strings, each delimited by a | character. For example:

Code: [Select]
Bob Speakington/You are -PICK:a total jerk, you know that?|a real piece of work, pal.|the absolute worst!-
This can produce dialogue for Bob Speakington consisting of You are a total jerk, you know that? or You are a real piece of work, pal. or You are the absolute worst! Each option in -PICK:- has an equal chance to be chosen; to weight one option more than the others, simply place it in the list one or more additional times. For instance:

Code: [Select]
<Action>GenerateUnit/1,-PICK:Axefighter|Axefighter|Bowman|Spirit-,5,RANDOM,,5,4,Left</Action>
This will generate an enemy Axefighter, Bowman, or Spirit, with a 50% chance of an Axefighter and a 25% chance for each of the other two.

(Note: avoid using hyphens in the strings you're making the game pick from within this special character--they're likely to cause an error.)

-- fixed a bug in which the game would not process the text within individual dialogue replies, and would therefore ignore special characters used there.
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CraigStern

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Re: A new engine!
« Reply #408 on: July 17, 2018, 02:37:43 PM »

-- added up and down arrow buttons to the ends of actions and replies in the Edit Branch window of the dialogue editor; clicking them now shifts around the position of actions or replies, letting you change their order.

-- added up and down arrow buttons by the top-right of branches and actions in the dialogue editor; clicking them now shifts around their position, letting you change their order.

-- you can now zoom in and out in the dialogue editor using the mouse wheel.

-- improved the information displayed in the delete confirmation window in the dialogue editor.

-- fixed a bug in which deleting a dialogue branch or a script's action in the dialogue editor wouldn't update the branch/action count in the box at the top of the dialogue/script's column.

-- fixed a graphical formatting issue in the Edit Branch window of the dialogue editor.
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CraigStern

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Re: A new engine!
« Reply #409 on: July 18, 2018, 02:56:50 PM »

-- the cut scene editor now has a window where you can assign dialogue to the current frame of a cut scene.

-- on opening, the cut scene dialogue assignment window populates buttons with each of the dialogues present in the scene; mousing over one shows a preview of the first two branches of that conversation, and selecting one adds it to the current frame.

And with that, I have finally completed all basic functionality for the cut scene editor!

-- upon closing the dialogue editor, the scene now gets updated with all of the new and edited dialogue and scripts.

-- added the dialogue editor into the map editor as well, so that you can edit scripts and dialogue for both cut scenes and regular battles inside their respective editors.

-- fixed a bug in the dialogue editor in which the branch / action counts for a primary dialogue / script box would not update upon adding new branches / actions via the Add button.

-- I changed the syntax of the special character -PICK:- to PICK{}. This change will allow the usage of both hyphens and all non-PICK{} special characters within any given instance of PICK{}. The examples above would now be written:

Code: [Select]
Bob Speakington/You are PICK{a total jerk, you know that?|a real piece of work, pal.|the absolute worst!}
Code: [Select]
<Action>GenerateUnit/1,PICK{Axefighter|Axefighter|Bowman|Spirit},5,RANDOM,,5,4,Left</Action>
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CraigStern

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Re: A new engine!
« Reply #410 on: July 20, 2018, 02:06:16 PM »

-- the inventory and counterattacks window in the character creator now has a sub-window you can open to display all non-generated items available in the current campaign. You can then flip between pages and mouse over each item to inspect their properties, and click to add them to your character's inventory auto-magically! (This way, you won't have to memorize all the item names, or have Items.xml open in a separate window just to adjust character inventory within the editor.)

-- added this item sub-window to the Unit Properties window in the map editor as well, for purposes of more easily giving units and destructible objects items in that particular scene.

-- the game now actually tries to find the named music track specified in the scene's musictrack attribute and play it when you load a battle or cut scene.

-- added null-checking to the playMusic() and playSound() methods in the game; this will prevent the game from crashing if the music or sound you try to play isn't found.

-- fixed a typo in the image names for regular and plated non-generated boots.
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