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Messages - CraigStern

#5146
Actually, what might work better (since setInterval is independent of framerate, and might be unfair to people with slower machines), is to have a simple counter function that runs onEnterFrame. Something like this:

var waveCounter:Number = 0;
var timesUp:Number = 5000;

function increaseCounter () {
     waveCounter++;
     if (waveCounter>= timesUp) {
          launchNewWave();
          waveCounter = 0;
     }
}
#5147
The Done button works for me. Under what circumstances is it not working for you?

Quote from: mikew781 on June 14, 2010, 04:14:07 PMin the actual script its a one handed strike

What script?
#5148
TSoG Bugs / Re: Gaps in and bugs in enemy AI
June 14, 2010, 10:16:24 PM
Quote from: mikew781 on June 14, 2010, 02:33:54 PM
Next up, do you intend to have static shield at such a low priority?

Yes--that's deliberate. Static shield isn't a decoy attack, it's an obstacle.
#5149
TSoG / Re: Progress of TSoG (aka TRPG3) Open Demo
June 14, 2010, 10:15:14 PM
I do not. I think it's neat to have little differences among the elements here and there. ;)
#5150
I'm not sure why'd you'd need to hitTest for that. By "box," you are referring to a progress bar, right? Why not just use a setInterval to time the release of each wave, and scale the bar's x proportionately to time passed during a wave?
#5151
TSoG Bugs / Re: Gaps in and bugs in enemy AI
June 13, 2010, 01:30:00 PM
Currently, it does not. I haven't gotten around to revamping the healer AI just yet. :)
#5152
TSoG Bugs / Re: Gaps in and bugs in enemy AI
June 13, 2010, 12:47:22 PM
That depends on the enemy. (I believe most healer units are programmed to prioritize healing.)
#5153
TSoG / Re: AI brings unwanted difficulty increase?
June 13, 2010, 12:44:33 PM
I wanted to see what you guys thought about this, actually. There are a couple of things I've been considering in light of the improved AI:

1) Making the AI scale with increasing game difficulty (so it doesn't consider certain factors below Hard, for instance).
2) Reducing enemy stats to make up for their increased intelligence.
#5154
Quote from: Bromtaghon on June 13, 2010, 10:38:47 AM
What does the Nameless One do with all the money?

That's really the Nameless One's business, don't you think? ;)
#5155
The done button bug is now fixed.
#5156
TSoG Bugs / Re: Gaps in and bugs in enemy AI
June 11, 2010, 10:44:14 AM
I've optimized the enemy AI a bit more--hopefully that should resolve any issues with enemies not running the attack AI.
#5157
TSoG / Re: TSoG testing crew(first post updated)
June 11, 2010, 10:41:15 AM
There have been builds of TRPG games where the game crashed while running enemy AI, but I haven't released any of those in at least a year. :P
#5158
General Discussion / Re: What happened to KZ?
June 09, 2010, 08:14:39 PM
Once you get to college, final exams tend to be spaced out over the course of a couple of weeks. I expect we'll be seeing KZ again soon. :)
#5159
Can you provide some details about when the Done button doesn't work? I haven't seen it not work yet.
#5160
Here's a few things you can do around here: post bugs you find in TSoG, make suggestions for things you'd like to see in the game, discuss plot, characters, and game features for any game that I've released, participate in forum games, discuss politics, read fan fiction, write your own fan fiction, write game reviews, post music, post videos, browse and contribute fan art, start developing a game and post about it, browse and contribute to game walkthroughs, edit the wiki.