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Topics - Presentiment

TPA2 / Re: Got TPA2!
March 28, 2010, 06:56:53 PM

Its killing me.
TSoG Wish List / Re: Malignus
March 28, 2010, 03:24:02 PM
You're so dramatic you make me cry tears of stone.
General Discussion / Re: Hi! Nice to meet you.
March 28, 2010, 03:23:07 PM
Obvious sucking up is obvious.
TSoG / Re: TSoG testing crew
March 28, 2010, 03:15:42 PM
TSoG Walkthroughs / Holes in Walkthroughs
March 21, 2010, 12:55:35 PM
Fill in the holes on the locked walkthroughs here.

I'll just recite some ability stats from memory:

They might be incorrect due to bad memory, but I've gotten all of them before.


Leap-PD 5

Mega Stab-PA 10


SS1-PA 1

SS2-PA 6


Backhander-PA 1

Double Strike-PA 9, STR 10

Slash--STR 11 (maybe some PA, but I always upgrade to double strike first)


Juxtapose 1--Transfer lvl 1

Juxtapose 2--Juxtapose 1 lvl 1


Shadow Blast--PA 12

Shadowport--PD 5

Shadowport 2--PD 8


Feedback--I don't remember, but you can get it early easily

Mega Shield--PD 5 (maybe)

Long Shield--PD 12

Big Shield--PD 14 (?)

Vengeance--Feedback lvl 3

Elem. Blast--Talk to trainer after defeating bandits

Elem. Shield--PD 11 (?)

Elem. Big Shield PD 14 (?)

Elem. Area Attack--Elem. Blast lvl 2

General Discussion / Pointless Polemics
March 20, 2010, 07:42:18 PM
Quote from: KZ on March 20, 2010, 05:08:21 PM
If you haven't experienced the bug in that fashion, Presentiment, then you cannot go on to make such statements, as you simply have no bug data to work with.

So anything you haven't experienced is a bug, and everything you have experienced as a bug is a bug.

Which means everything is a bug?

I don't think it is likely, because there is no trigger to move after dialog is finished, and because the two dialog boxes are probably programmed as one entity; e.g., one cannot exist without the other. 
General Discussion / Forum Suggestions
March 20, 2010, 03:05:14 PM
Post your suggestions for the forum here.

-Turn the smileys' backgrounds into the default forum theme's color.
-Disable topic creation in Introductions.

EDIT: Topic creation in Introductions just disabled.
General Discussion / My Doctorate Thesis
March 15, 2010, 11:32:13 PM
We're no strangers to love
You know the rules and so do I
A full commitment's what I'm thinking of
You wouldn't get this from any other guy
I just wanna tell you how I'm feeling
Gotta make you understand

Never gonna give you up,
Never gonna let you down,
Never gonna run around and desert you,
Never gonna make you cry,
Never gonna say goodbye,
Never gonna tell a lie and hurt you

We've known each other for so long
Your heart's been aching but you're too shy to say it
Inside we both know what's been going on
We know the game and we're gonna play it
And if you ask me how I'm feeling
Don't tell me you're too blind to see


(Ooh give you up)
(Ooh give you up)
(Ooh) never gonna give, never gonna give
(give you up)
(Ooh) never gonna give, never gonna give
(give you up)

We've known each other for so long
Your heart's been aching but you're too shy to say it
Inside we both know what's been going on
We know the game and we're gonna play it

I just wanna tell you how I'm feeling
Gotta make you understand

TSoG Wish List / Pointless off-topic thread.
March 15, 2010, 10:28:04 PM
Good day, comrade citizen Aryan.
TSoG Wish List / Enemy AI Improvements
March 09, 2010, 09:59:05 PM
There are a lot of holes in the AI. Post found flaws here.

-Ravinale Guards will not move three squares to kill you unless you are in range of their melee. (they will not attack anything five squares away)

-Nymphs' healing is placed on a higher priority than attacking, so it will spare your team to heal an ally.

-AIs do not account for resistances, so everyone mindlessly attacks Luca even though she resists them.

TSoG Wish List / TsoG General Improvements Thread
March 07, 2010, 12:36:23 PM
Since I failed to find a thread about small fixes and improvements, let this be the first.

I'd like to have Brutal reward more gold, as in TRPG2.

Having the sound tracks run faster is also a plus, and few people are going to stay for several minutes in Baz's Manor, the title screen, or the Psy Academy.

Making Vengeance stronger would be a big plus, considering it requires Feedback lvl 3, which means fighting a lot of Ravinale Guards, and at least 1000 gold.

Light Bomb and Vengeance icons look off.

Maybe make Rahel a bit more powerful. 1 extra damage is enough, but she is generally the weakest hitter on the team.

Luca a bit faster?

Post your small suggestions/improvements here.
General Discussion / Ads, not sales, is the key
March 02, 2010, 10:31:01 PM
Rather than having users pay for the games (how much are you earning from TPA2?), you think you should get some people to advertise on the games. In order to do this, you need to make people more aware of the existence of Sinister Design. A good example is (the DTD and FETD people). They restrict aspects of their games to the public, and inform the public of their website. This increases traffic, which makes ads more lucrative.
Although they do not do ads so much anymore, I think that's more of trying to promote their image of a friendly site and reducing lag on their multiplayer games than anything else, along with the fact they have a seed fund, which, to my knowledge, you do not have.
As the buying method is unstreamlined, costs money (duh), the full versions of TPA2 and TsoG seem unlikely to spread beyond a dedicated fanbase and game reviewers.
Instead of selling the games, release them to the public and advertise SinisterDesign on more popular sites. Go for a seed fund, expand your games to different platforms, and get advertisers interested.
A fun idea would be to have 'integrated ads' in the game; for example, a poster in HQ advertising a company. Because every player of the game would see it, this could potentially be a very lucrative idea.
A good indicator of how well known SinisterDesign is its forum, activity in which is anemic. I have seen little notification of the expanded versions of games on the home site, and I believe informing the general populace of this will greatly increase traffic, and then how much money you can earn from ads.
I cannot see either of the current Telepath games earning more than a few thousand USD through sale, which is something of an insult to the effort you put into it. By gaining the attention of more potential users, however, you set yourself up to make yourself better positioned to begin commercially and gain a seed fund to make game-making a full-time job.