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Messages - CraigStern

#31
Together in Battle / Re: Together in Battle Dev Log
March 01, 2024, 01:20:25 PM
Last night, I ended up pushing the next update early due to the Sensitive personality trait bug. Today, I spruced up the Together in Battle Steam store page, adapting in-game UI graphics to create nicer section headers.

Changes for version 0.6.01a:

- fixed: it was possible for characters chosen for the events A Crush or A Nice Bath to become romantically interested in characters they were already had a crush on (or were romantically involved with).

- fixed: the in-game documentation for SocialUnitsToList was missing the last parameter (amount).
#32
Together in Battle / Re: Together in Battle Dev Log
February 29, 2024, 02:41:45 PM
- wrote a new event: Clown For A Day.

- created new item graphic: Pouch.

- created new skill button graphic: Pocket Sand.

- created new sound effect: PoofCloud.

- new item: Pocket Sand. Grants Pocket Sand. Limited to 1 use.

- new skill: Pocket Sand. Has a 75% chance to cause Blinded for 2 rounds.

- fixed: there were a few lines of code I had been using for testing that turned almost every character Sensitive...lines which I forgot to turn off afterwards.
#33
Together in Battle / Re: Together in Battle Dev Log
February 28, 2024, 04:28:52 PM
- refactored the code for determining nighttime character activities to avoid unwanted behaviors when multiple characters have activities that reference (but do not include) a second character.

- created new item graphic: Book White.

- new item: Anatomical Treatise. Permanently boosts the user's Accuracy stat by 5.

- created new item graphic: Spring Shoes.

- new item: Spring Shoes. Grants Jump. Limited to 3 uses.

- new skill: Jump. Same as Leap, but has an after-attack behavior of Can Move instead of being unlimited.

- new sound effect: Boing.

- camp activities can now affect the health of everyone present in camp.

- revised the doctor's Treat Wounds activity so that it serves a purpose when not playing on Challenging or Challenging+ difficulty. In addition to its existing effect of curing 1 wound level for wounded characters, it now also restores 15% of missing health for all non-wounded characters in camp.
#34
Together in Battle / Re: Together in Battle Dev Log
February 27, 2024, 05:01:04 PM
- created ability, casting, hurt, and shove animations for Praetor Nero.

- created ability, axe, hurt, shield bash, and shove animations for Manbir Raksha.

- when a character first gets a crush on another character, their activity that evening will now always be to fantasize.

- wrote a new event: A Nice Bath.

- new mood type: Embarrassed. Narrates that a character feels embarrassed.

- new mood type: EmbarrassedAbout. Narrates that a character feels embarrassed about their interaction with a specified second character.

- fixed: height was set incorrectly for the promoted shadowling cast animation.

- fixed: camp activities like Fantasize were still plucking the characters being thought about out of the activity order for free rein.
#35
Together in Battle / Re: Together in Battle Dev Log
February 26, 2024, 03:26:21 PM
Changes for version 0.6.01:

- further improved the shop explanation for why characters want equipment: when the reason a character wants something is stat-related, the game now lists as many as 3 stats it'll improve (not just 1), making it possible to compare benefits from upgraded armor at a glance.

- received sunset and nighttime variants of the new Riverbank cutscene background; added them into the game.

- updated AssetNames.xml to make the most recent batch of cutscene backgrounds selectable in the cut scene editor.
#36
Hooray, I'm glad to hear it! What other issues were you running into with the shop menu?
#37
Together in Battle / Re: Together in Battle Dev Log
February 23, 2024, 02:13:04 PM
Worked on the update post, recorded gifs of Create Fire and Create Ice.

- added a tutorial for free exploration sections to the free-roaming portion of the Cavern Exploration job.

- added support for tracking whether the player has completed the exploration tutorial.

- added documentation for script actions used to check whether players have completed certain in-game tutorials.

- fixed palette swapping for the new portrait clothing assets.

- polished up the funeral cut scene scripting and dialogue.
#38
Together in Battle / Re: Together in Battle Dev Log
February 22, 2024, 11:10:03 AM
- finished writing the funeral cut scene.

- artistic characters with a crush on another character can now sketch drawings of their crush at night.

- received new sprites of Dese civilians, used them to replace the placeholder sprites used in Save the Travelers.

- added some visual feedback to key presses in the virtual keyboard (the pressed key now darkens for a tenth of a second when pressed).
#39
Together in Battle / Re: Together in Battle Dev Log
February 21, 2024, 10:19:03 AM
- received, integrated new portrait clothing for human characters: Villager, VillagerDese2, Merchant, MerchantDese, and Slave.

- fixed: triggering an on-death attack for a destructible object (such as Explode) would not grant experience to the character who destroyed the object and triggered the attack.

- fixed: stairs were having their elevation commands applied twice in battle and exploration scenes, causing them to float above the ground in some cases.

- fixed: AI-controlled characters would not open a closed door during their move onto the door's space if that space happened to be the last space in their move.
#40
Ha, thanks so much for the ideas--these are great! I'll definitely think about implementing some of these. :D
#41
Together in Battle / Re: Together in Battle Dev Log
February 20, 2024, 12:30:34 PM
- wrote another variant for narration during rainstorms.

- improved auto-move-and-attack behavior: the game now heavily favors skills that do not require the character to move further to use. If the target is already in a skill's range when this function is used, the character should generally stay in place.
#42
Together in Battle / Re: Together in Battle Dev Log
February 19, 2024, 03:07:08 PM
Gave artist feedback.

- received new portrait clothing usable with the ChangeClothing script action, integrated it into the game: VillagerDese and RoyalGuard.

- received now town crier portrait, integrated it into the corresponding cut scene.

- supplemented the visual effect for Create Ice.

- created new button graphic: Accessories.

- began working on a new feature to customize clothing visible in a unit's portrait in the character creator.

- fixed: choosing a particular set of particle effects did nothing for Create skills.

- fixed: month switching in the calendar had become broken during a past update.
#43
Together in Battle / Re: Together in Battle Dev Log
February 18, 2024, 11:17:57 AM
- in the shop, when mousing over equipment, the game now clues you in to the reasons why each character who wants that piece of equipment wants it.

- removed the log and one of the bushes from Battle at the Overgrown Garden to make movement around the map a bit less restrictive.

- fixed: the Poltergeist promotion for the Spirit effectively nerfed Juxtapose by changing it from an after-attack behavior of Use Once to Can Move.

- fixed: narrowing down a tag by its parameters for RemoveTag was only working in cut scenes, not battles.

- fixed: when talking to Caravan Guards in a caravan battle, the game referred to them as Explorers.
#44
Together in Battle / Re: Together in Battle Dev Log
February 16, 2024, 03:10:50 PM
- finished implementing the virtual keyboard! The game now fully supports gamepad. :)

- you can now edit the properties of different materials used in procedurally generating weapons and armor in a custom campaign! When creating a new custom campaign, the game now saves a copy of Materials.xml, which you can manually edit to alter the effect of different equipment being made of Steel instead of Bronze, Boiled Leather instead of Leather, etc.

- fixed: the gamepad navigator code could sometimes fail to enable navigation to some of the reply buttons in dialogue branches with multiple responses once the reply options finished fading in.
#45
Thank you for the report! If this doesn't happen in Together in Battle, that should mean that it's already just kinda fixed in the engine in general; I'll be releasing a patch for TTL sometime in the not-too-distant future incorporating these sorts of engine improvements, so hopefully that should do the trick. :)