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Messages - JeenLeen

#1
I have perhaps a similar bug occurring.  This is before I have enough characters to have a reserve, so it might be different.

When I move character locations around during deployment, sometimes a face gets duplicated, so that someone's image shows up twice.  If I hover the cursor over where the person-is-not-but-picture-is, it treats it (rightly) like no one is there.  On my recent try, Madeline's portrait vanished completely while I have two copies of Emma and Sabrina showing up (see screenshot).

#2
I think this has more to do with my computer settings than your actual game, but I'm posting it just in case.  I'm running the game through Steam.

When starting the caravan battle (where the merchants are dead and you can recruit 2 people, fourth battle in the game counting the tutorial), if I choose to look at inventory, I get an image like the below.  It looks like the edges on the left and right aren't showing up, which means I generally can't see the items someone has and can't see my items, nor can I 'x' out of the inventory screen and get back.

Also, during the start screen, part of the link to go to the forums & download campaigns is cut off.  I imagine this is for similar reasons.

When I turn my computer on, it sometimes will take a moment, flicker, and all the icons change size, so sometimes everything is smaller and sometimes it's larger.  It might be it's in the wrong setting to display the game wrong.  (If that's the case and anyone here has any advice, let me know.  I don't see any monitor settings I can mess with that would impact this, but I'm not too tech savvy on hardware.)

EDIT: same thing happened if I went to move items around at the start of the next battle.
#3
Quote from: CraigStern on April 17, 2014, 11:11:02 AM
Nope; the Light and Shadow status effects are somewhat less deadly than those for Heat and Cold, so explicit counters don't seem as important. I'm considering giving Photokineticsts Blinding Cloak and Skiakineticists Fury instead.

That makes sense.  I've thought since early on that Frozen is one of the deadliest status ailments.
From looking at the screenshot in the Dev Log, it looks like the Melt spell does a small amount of healing.  Since this gives healing to them, have you considered giving a very weak damaging power to the healers?  (I like the idea of a weak Dagger attack or something like that, but I understand having the healer just be a peaceful healer for style/flavor purposes.)

Also, would there be something in the displays of the Melt spell that says how much Cold Resistance it grants (which it does, according to the text for it in that screenshot)?  Would that be a consistent buff that lasts for the rest of the battle (like using an item), or something that wears off after a while like a negative status ailment?
#4
Quote from: CraigStern on April 12, 2014, 07:34:46 PM
--gave Douse and Melt to Cryokineticists and Pyrokineticists in multiplayer (skills which counteract the effects of Burning and Frozen statuses, respectively)

Will similar powers to negate what the Light and Shadow attacks can do be made, for Skia- and Photokineticist?
#5
Is the female pyrokineticist sprite shown in the recent devlogs the same one as the one in the demo?
It looks slightly different to me, but maybe it's just that the animation in the dev log is moving, so it's an optical illusion.

If it is different, would you be able to provide the original sprite for modders to use?  Or would using the original lead to bugs due to improvements/changes in the new one that the old one would not have?

I think the pyro in the demo has a really cool 'arrogant, young jerk-wizard' look to it.  The female pyro animation seemed to lack this in some way, but maybe it's just the animation and/or that I was particularly picturing an arrogant guy in my mind when seeing the old pyro sprite, so seeing it denoted as a female changes my perception.

Edit: looking at the sprites at the Character Classes thread, I reckon it is just my perception.  Interesting how one can 'read' a sprite when it's representing both genders as opposed to being just one.
#6
Telepath Tactics (2015) / Re: April Launch
April 07, 2014, 10:38:56 AM
Quote from: Ertxiem on April 01, 2014, 04:31:38 PM
Craig: Will you add Buh'Baque (or a relative) to Telepath Tactics? :)

What is Buh'Baque?
#7
Telepath Tactics (2015) / Re: April Launch
March 31, 2014, 12:40:43 PM
Ah; good to know.  I look forward to the final product!   :D
#8
Telepath Tactics (2015) / April Launch
March 27, 2014, 09:43:29 AM
With April 2014 fast approaching, I was wondering if you had an idea about what time in April you'd be releasing the game.
Also, for Kickstarter backers, would we be getting a choice of an executable file to install the game OR a Steam key, or how will that work?
Lastly, I think I recall talk of setting up a forum or something where users could post their mods for the game, particularly campaigns, so that there could be a community of shared games using Telepath Tactics.  Are there plans for setting up space on this forum for that?

I hope I'm not being rude.  My intention is not at all to rush and I completely understand if it winds up being late April, but I'm excited about the release of the game and wanting to get some stuff situated beforehand, since I will probably spend more time than I should trying it out  :D
#9
Quote from: CraigStern on March 06, 2014, 10:16:43 PM
PlayLoop plays looping sound effects, like wind or rain or crowd chatter or crickets; PlayMusic plays music.

Each draws from a different set of sound files, and uses a different channel.

Does that enable you to have a Loop and a Music playing at the same time?
Do 'combat sounds', like a sword slash or from casting a spell, use a different channel as well?
#10
Quote from: CraigStern on January 05, 2014, 12:11:11 AM
Your intuition is correct. This isn't a bug, but rather a basic limitation imposed on non-flyers who attempt to use melee attacks across large elevation differences. Flyers can overcome this limitation because--well, you know--they fly. ;)

I haven't tested this yet, but in such a situation, can (and it is intended for) if a spriggat uses Claw on a Swordsman, that the Swordsman can counter-attack?  I imagine the flyer is still at a far lower elevation according to the mechanics of the game system, but it is in-game flying 'up' to claw at the swordsman so it seems the swordsman should be able to counter?
#11
In v 0.455.379, I really like how, if you put the cursor over the Move option, the movement squares appear.  It makes it a lot easier to choose/think about whether to move while saving the player extra clicks (don't have to click Move, then go back to click something else.)

Also, it looks like the enemy AI is getting item usage down a lot better!  They were intelligently using items, and even moving, grabbing an item, moving again, using the item, then attacking.  Nice!

I kinda didn't like how the map seems to re-center on a unit after you move it, but I think I'm just not use to it yet.
Being able to hit the directional buttons to navigate around the map is really nice, though, and helps to alleviate any annoyance.

Are 'local match' battles supposed to have randomly decided armies?  I activated the game (clicked my shortcut to start the game), did a Local Match at Donut Tower, then exited the game.  When I opened the game a second time, did another Local Match at Donut Tower, I got the same army and they got the same army (although it reversed which starting location we were in.)  Is that supposed to happen?  I though the armies would be random.
#12
v 0.455.379

At Donut Tower, an enemy spriggat was off the tower (at the upper-right corner).  I moved my assassin next to it, and the assassin could not target it with a melee attack. 
Perhaps this is intentional due to elevation, but it seemed like a bug.

EDIT: I know a melee attack shouldn't be able to hit someone who had fallen in the water, but it seems a flyer (who could use their breath attack) should be able to be hit.  I haven't seen if a flyer could use its melee attack against someone who cannot melee against them.
#13
Telepath Tactics (2015) / Re: Telepath Tactics - opinions
December 18, 2013, 12:14:16 PM
Quote from: bugfartboy on December 17, 2013, 11:02:48 PM
On another note, I think it's interesting how the AI will let a unit be cornered and do nothing when triggering a counterattack would end in its death. I think in some ways it seems a realistic.

That is interesting.  When I first saw it, I thought it seemed like a flaw in design, since from a tactical standpoint the character is probably best to attack, dealing some damage before dying.  But from a personal perspective as opposed to an army-perspective, it is rather realistic.  A soldier (depending on training, morale, loyalty, etc.) might act in a way to survive longer even if it makes no tactical sense.
#14
Telepath Tactics (2015) / Re: Telepath Tactics - opinions
December 05, 2013, 07:50:30 AM
With the current scripts, is there an easy way to have an event that would create a teleportation square?  For example, when someone steps on a certain tile, the game automatically teleports them to another tile on the map.

Would it be possible to have a random teleportation effect?  Like the above, but the game randomly sends you to, for example, 1 of 4 different locations when you step on the tile?
I suppose if truly randomized (or as random as a random number generator in a program gets) is not an option, you could write something based on a created variable that goes up by 1 after each teleport, creating a pattern instead of a randomized 'port, though it might look the same the first time a player goes through that stage.  Like, when PortNum = 1, send to X and PortNum = PortNum +1, when 2 to Y and PortNum = PortNum +1, 3 to Z and PortNum = 1 (to reset the pattern).
#15
Telepath Tactics (2015) / Re: Telepath Tactics - opinions
November 25, 2013, 12:24:33 PM
Quote from: SmartyPants on November 22, 2013, 06:02:12 PM
I'm writing a campaign, and I have wondering if it possible to have a leveled teammate join the enemy.

If it's not just as easy as changing the team code, I think you could create a variable, set it to the leveled character's level, and then create a 'new' unit on the enemy team for that battle with the same name/class and set its level equal to that variable.  Mechanically, it should turn out the same... except for equipment, I guess.
I asked and received answers to some questions about leveling in this thread, which touches on such code in the last couple posts: http://sinisterdesign.net/forum/index.php?topic=1244.0.

Changing the team code would be a lot easier, though.  After thinking about it, I'm a little embarrassed to give this alternative route, but, well, could be helpful so I'll still post it  :P
Would the items that unit is carrying carry over to the enemy team?