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Messages - bugfartboy

#46
Together in Battle / Re: A new engine!
March 17, 2017, 05:52:26 PM
Quote from: CraigStern on March 17, 2017, 02:03:25 PM
This way, armies can belong to multiple different alliances with different members.

What would happen if an army were allied with both sides of two opposing armies?  e.g. 1 is allied with 2, but not 3, and 3 is allied with 2 but not 1.  Would 2 be ambivalent to the existence of both armies, or would it work to heal/boost both armies, while refusing to attack either of them?
#47
Together in Battle / Re: A new engine!
February 24, 2017, 05:58:39 PM
I'm curious: are numerical values in the new engine limited to integers, or are floating-point values supported?
#48
Together in Battle / Re: A new engine!
February 08, 2017, 06:46:23 PM
Quote from: CraigStern on February 07, 2017, 04:03:02 PM
-the selfHealingFactor and selfFocusFactor skill attributes (i.e. the things that make skills like Feedback, Soul Suck, and Transfer function as they do) are now working in the engine!

Is a negative selfHealingFactor value valid in the new engine?  i.e. are cast-from-health skills possible?
#49
Together in Battle / Re: A new engine!
January 04, 2017, 09:24:21 PM
Will levels of accuracy above 100% provide a chance to land a critical hit of some sort?  i.e. will using an attack with a base accuracy of 100%, with character accuracy of 100% boosted to 120% with the Foreseeing Orb provide a 20% chance to deal increased damage?
#50
Together in Battle / Re: A new engine!
December 21, 2016, 06:49:48 PM
You've probably already thought of it, but a tool-tip on each of the status effect icons giving the name of the effect might be a good idea.  A step further than that might be indicating how many instances of that effect are active.  E.g. If there's only one instance of "Slowed", just that would work, but maybe "Slowed x3" if there are three instances in play?
#51
Together in Battle / Re: What's this?
December 14, 2016, 10:39:28 AM
There seems to be a very noticeable difference in style and quality between the character portrait and the rest of the stat screen.
#52
TRPG2 / Re: Still that Invisible Bug Queen Glitch
November 30, 2016, 04:36:11 PM
Hate to be the one to tell you, but the general consensus is to reload and start that chain of battles from the beginning. It sucks, but unfortunately TRPG2 is old and not likely to ever be fixed.
#53
Together in Battle / Re: What's this?
November 29, 2016, 07:16:46 PM
This is starting to feel like a procedurally generated dungeon crawler of sorts!
#54
General Discussion / Re: Ask the developer a question!
November 06, 2016, 02:33:01 PM
Will the new engine's dialog system be the same as Telepath Tactic's?  If so, could we get a special character for commas?  Like -c- or something, so that variables storing strings can contain commas without breaking?  Because that'd be cool. :D
#55
Together in Battle / Re: What's this?
October 27, 2016, 07:36:11 PM
Quote from: Spivak
Blood... really isn't the fluid I was hoping to spill today.
Quote from: Spivak
It was good for me.
Quote from: Spivak
Hold still, darling.
Oh geez   ;D
#56
General Discussion / Re: Ask the developer a question!
October 26, 2016, 10:43:37 AM
Does the new engine utilize Adobe AIR?

If yes: "But whyyyyy?"

If no, what's the anticipated likelihood that the new engine will be Linux compatible?
#57
General Discussion / Re: Ask the developer a question!
September 19, 2016, 04:50:29 PM
Will the new game engine you're working on be backwards-compatible with existing Telepath Tactics campaigns, maps, etc?
#58
General Discussion / Re: Ask the developer a question!
August 21, 2016, 12:18:50 PM
Unless I'm misunderstanding the game logs, it looks like Telepath Tactics variables are stored side-by-side in arrays: one with a string holding it's name, and another with it's value.  Is there any reason you went with this instead of, say, a Hash Table?  The sequential lookup is guaranteed to be O(n), while the hash table can operate up to O(1), or O(n) at the very worst.
#59
Together in Battle / Re: What's this?
July 05, 2016, 05:56:30 PM
If you're going for visibility of depth, perspective really seems to do the trick. Orthographic seems to leave a lot of visual information out.
#60
Quote from: CraigStern on May 26, 2016, 06:39:50 PM
This:

private var alphabet:Array = [ "0" , "1" , "2" , "3" , "4" , "5" , "6" , "7" , "8" , "9" , "a" , "b" , "c" , "d" , "e" , "f" , "g" , "h" , "i" , "j" , "k" , "l" , "m" , "n" , "o" , "p" , "q" , "r" , "s" , "t" , "u" , "v" , "w" , "x" , "y" , "z" , "A" , "B" , "C" , "D" , "E" , "F" , "G" , "H" , "I" , "J" , "K" , "L" , "M" , "N" , "O" , "P" , "Q" , "R" , "S" , "T" , "U" , "V" , "W" , "X" , "Y" , "Z" , "!" , "@" , "#" , "$" , "%" , "^" , "_" , ":" , "&" , "*" , "(" , ")" , "|" , "+" , "-" , "=" , ">" , "<" ];

The second character's value is equal to its position in the array; the first character's value is its position in the array multiplied by the length of the array. Those two values are added together to get the integer number corresponding to the tile to be loaded.

Thank you!  Out of curiosity, you mean 1st in counting order, rather than the array index, correct?  I know AS3 is 0-indexed, so that's why I ask.  I.e. the character's value is actually (index+1)?