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Author Topic: A new engine!  (Read 50832 times)

CraigStern

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Re: A new engine!
« Reply #615 on: May 10, 2019, 03:12:53 PM »

-- added Ryan Richko's new battle and boss music to the game!

-- continued replacing all of the text fields in every UI element in the character creator. Swapped them all out among the menu buttons and the save confirmation element at the top of the screen.

-- the character creator now has a button that will provide you with fully procedurally generated characters and generic units at the click of a button; you can then save and use them, or else go back and edit until you're happy with them.

-- the character creator now successfully saves bio details, and the game successfully loads bio details from premade units.

-- characters created or edited in the character creator are now added to the top of the characters list, effectively displaying them in order from most-recently-modified to last.

-- fixed a formatting error in the status effects text box for the character screen.

-- improved the positioning of mouseover tooltips for skill buttons in the character and level-up screens.
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CraigStern

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Re: A new engine!
« Reply #616 on: May 11, 2019, 12:51:43 PM »

-- added a new behavior for the "number picker" UI element that allows the selected number to "wrap around" to the minimum value once it exceeds its maximum value (instead of simply remaining at the maximum and refusing to increase further). Turned this behavior on for the portrait element pickers in the character creator.

-- imported some fixed versions of terrain tile geometry that ensure smooth transitions between all tile variants in all combinations!

-- fixed a few errors / omissions in the map editor's autotiling logic.

-- fixed: the player could dismiss characters from the army overview while in the shopping or recruitment interfaces, thereby triggering dismissal dialogue and effectively trapping themselves. The dismissal option is now grayed out when in the army overview in either of those interfaces and a message is displayed informing the player that they cannot dismiss a character there.
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CraigStern

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Re: A new engine!
« Reply #617 on: May 13, 2019, 03:14:31 PM »

-- continued replacing all of the text fields in every UI element in the character creator. Swapped out all the text fields in the skills/tags/masteries/skill progression window, reorganized the skill and skill progression selection sub-windows with more buttons (27 versus the original 18) and updated skill button tooltips, and reconstituted the sub-window for procedurally generating a character's stats at a given level.
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CraigStern

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Re: A new engine!
« Reply #618 on: May 14, 2019, 03:44:56 PM »

-- I have now, at long last, replaced every single text field in the game! God, what a pain in the ass that was. But now that's that's done, it's back to more interesting stuff! :)
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CraigStern

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Re: A new engine!
« Reply #619 on: May 15, 2019, 03:34:00 PM »

-- created button graphics for Edit Row/Column, New Row, New Column, Delete Row and Delete Column in the map editor.

-- created the latter four buttons and stuck them in a submenu that's toggled on and off by the first button.

-- added the basic Delete Row and Delete Column logic to the map editor. It removes the clicked row or column, collapses subsequent rows or columns to fill in the gap, and recalculates the necessary tile variations to make the new tile combinations play nice together.

-- fixed a few null errors that crept in with all the UI overhauls.
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CraigStern

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Re: A new engine!
« Reply #620 on: May 16, 2019, 03:14:12 PM »

-- the Delete Row and Delete Column functions in the map editor now update coordinate data for (and physically shift) units and point lights on the map relative to the deleted row or column so they remain on the correct terrain. Units and point lights located directly on the deleted row or column are deleted along with the terrain upon which they stood.

-- added Add Row and Add Column logic to the map editor. It copies the terrain in the clicked row or column, shifts subsequent rows or columns of terrain down/right, pastes the copy into the newly formed gap, and then recalculates the necessary tile variations to make the new tile combinations play nice together. It then updates coordinate data for (and physically shifts) units and point lights on the map so they shift along with the original terrain.

-- tweaked the "night" global lighting preset to make it a bit darker.

All of this looks pretty good in action, but hard to capture in static screenshots. I suppose I should do a video at some point!
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CraigStern

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Re: A new engine!
« Reply #621 on: May 17, 2019, 02:26:17 PM »

-- improved the logic on Add/Delete Row/Column functions: clicking the bottom row / right column will now place the new row/column onto the edge of the map instead of placing it at the location of the current last row/column and shifting the old edge outwards.

-- made some small UI improvements here and there in the various editors, as needed.

-- fixed: in the map editor, clicking on a unit in a row or column would do nothing when in Add/Delete Row/Column mode instead of behaving as though you'd clicked the row/column the unit is in.

-- fixed: I'd forgotten to link the new New Object search textfield back to the "narrow objects" function on value change, which resulted in the objects not actually getting narrowed down as you typed.

-- fixed some gaps in the delete and add rows/columns logic that were producing range errors under certain circumstances.
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