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Messages - Ertxiem

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Telepath Tactics / Re: Telepath Tactics - opinions
« on: November 02, 2013, 11:02:50 AM »
Also: fixed a bug where trying to grab an item sack from on top of a bridge tile would result in the character grabbing the bridge tile instead of the item sack. (Whoops.)
That was an incredibly funny bug! I'm a bit sad that it got smashed. :D

Telepath Tactics / Re: Telepath Tactics - opinions
« on: September 09, 2013, 02:13:27 PM »
Two new script actions: SpawnFloatingText and SpawnFloatingTextAt, both of which create your own little text pop-ups on the screen[...]
Note: do not use commas in the first parameter or bad things will happen.
Comas may be useful when writing text...
May I suggest the use of something like quotation marks as limiters of the text to use?
Of course that forgetting about the quotation marks may also make bad things to happen.

General Discussion / Re: Old timers
« on: August 27, 2013, 06:18:14 PM »
Welcome back. The old timers that were active in the last month were bugfartboy, SmartyPants and algebra17 (aka Duckling) and, of course, Craig and me.
There are a few newcomers and others just pop in occasionally.

I wasn't around for a couple of weeks this month because I was enjoying my holidays. :)

By the way, on average, unladen swallows fly at about 11 m/s (about 24 mi/h).
I bet you weren't expecting this!

And since you're here, why not sharing your thoughts about shadowling feeding?

TRPG2 / Re: Shadowling Feeding?
« on: August 27, 2013, 03:44:26 AM »
It's an interesting question!
I'll have to think a bit about it...
By the way, welcome to the forums Sage.

Telepath Tactics / Re: Telepath Tactics - opinions
« on: August 05, 2013, 07:25:33 PM »
I've begin some preliminary work on random battlefield generation!
Right now, the plan is to create an algorithm that intelligently cobbles together dungeons out of 5 x 5 prefabricated chunks. (Below is a picture of one such chunk.) I haven't 100% decided on all of the details yet, but I imagine that hallways will mostly be 3 x 5 in size, some with destructible objects to form choke points. I'll post more about it tomorrow when I make more progress. :)

The tough part of random battlefield generation is making diverse maps while avoiding isolated areas. They're great to increase the replayability of the game by adding diversity to multiplayer games and campaigns.

How random will the generation be? Is it just random, or do you have something more complicated? I understand the idea of the 5*5 chunks but I fear some obstacles will still be there, namely the problem of choosing a "good" neighbouring tile.

I was thinking about it and I have a somewhat simple but not perfect approach. You can think of tiles or chunks (like the 5*5 tiles you presented).

Lets start by defining an array P(i,j,k) of n*n*4 with probabilities (or something similar). The 1st number, i, would be the index of the current tile, the 2nd number, j, the index of the neighbouring tile and the 3rd number, k, would be the position of neighbouring tile: North, East, South or West.

Starting with any position on the battlefield (random choice), we would choose the 1st tile type i randomly.
The next tile type j would be chosen in the following manner:
- Choose a random position k, restricted to the ones that are not occupied;
- Choose a neighbour j in that position, with probability P(i,j,k)/(sum over all jj of P(i,jj,k)).
Now choose one tile that has "free" neighbours and choose the next tile. Repeat until the board is filled.

A more difficult approach would be a creation of paths such that all walk-able spaces are connected (if you don't want isolated sections of the battlefield). After that, the algorithm would need to choose the appropriate tiles for the walls of the path, having in consideration the neighbours' tile types.

General Discussion / Re: Ask the developer a question!
« on: July 26, 2013, 04:52:30 AM »
I'm assuming that you want a HUD to present info for a small amount of types of stuff, something like: a) tiles, b) items, or c) units.
If you want the HUDs to be different (in info and in style) in each case, you have the possibility of having a set of HUDs (three, following my example above). When hoovering over the object (or clicking it) the required HUD would appear and the others would be hidden.

General Discussion / Re: 100 hours
« on: July 25, 2013, 04:43:03 PM »
Now it's nicer. Or should I say: sweet!

(Oh, you have a repeated </Item> in the first cake orb.)

General Discussion / Re: 100 hours
« on: July 25, 2013, 03:41:50 AM »
I'm not sure, but the cake orb seems to be only a tiny bit overpowered... but I love the addsStatus="Heavy" and the general idea of the change in stats.
By the way, I prefer the 2nd cake orb, we dead cows love worms! :P (As if I could draw better...)

General Discussion / 100 hours
« on: July 23, 2013, 04:13:28 PM »
I just noticed that I've been around here for a bit over 100 hours.
To celebrate that, I invite you all to eat a cake orb! (Just don't bite too hard your monitor!)

By the way, I thought that the new Telepath Tactics could have a new type of orb:
the cake orb -- it's just yummy!

Telepath Tactics / Re: Telepath Tactics - opinions
« on: July 07, 2013, 01:05:18 PM »
Cool! Thanks.
And the scripts seem to be a nice feature too.

Telepath Tactics / Re: Telepath Tactics - opinions
« on: July 04, 2013, 03:50:11 AM »
Craig: Can the "weapon degradation" be used to do something like giving the bowman 10 flaming arrows?  So, the bowman would have that extra attack until the 10th flaming arrow was shot.

Telepath Tactics / Re: Telepath Tactics - opinions
« on: June 27, 2013, 12:19:11 PM »
Yup! I'm amazed at it, the portraits really look good.

I'll only make a few tiny comments on it (sorry about it): it might be my problem, but it's not very evident which is the male and which is the female cavalier. The same happens in the swordsman. And the lizardmen's noses are more different that what I expected... but what do I know about lizardmen?

Telepath Tactics / Re: Ship Tiles
« on: June 21, 2013, 03:35:55 PM »
It's indeed a nice start. And, funny thing, I was also thinking about the railings.

I found a couple of top view images of caravels: one from a board game and the other from a different game (I think...).
I hope that these images may be helpful to inspire you in your drawings of the curvature of the deck.

Telepath Tactics / Re: Ship Tiles
« on: June 13, 2013, 04:32:27 PM »
Smarty: why don't you make some tiles and post them here?
(Should the place of the water be transparent in the png files?)

Forum Games / Re: King of the hill
« on: May 24, 2013, 02:48:21 PM »
I also drink maple syrup with you.

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