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Craig Stern
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« Reply #510 on: August 04, 2012, 11:01:24 AM » |
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Craig Stern
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« Reply #511 on: August 06, 2012, 11:51:40 PM » |
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Update: you can now define individual character and object inventories in battle maps!
This means you can now have characters start out battles with certain items already in hand; it also means that you can now effectively stick items inside of barrels, treasure chests, or other destructible objects. (Alternately, you can just have the items lying around the battlefield, waiting to be scooped up with minimal effort.)
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Craig Stern
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« Reply #512 on: August 07, 2012, 11:56:25 AM » |
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Another small update: character inventories now carry over between battles! This means that you'll be rewarded for capturing and conserving items during the single player campaign. 
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Craig Stern
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« Reply #513 on: August 11, 2012, 12:33:16 PM » |
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Another update: I fixed a bug in the computer AI that was causing it to sometimes move characters normally even when it should have detected that they were on water or lava tiles.
I've also tweaked the game so that at the start of a player's turn, it focuses on a space that is the average of all positions for characters taking environmental damage from water or lava, so you can see at a glance everyone who's taking the hit. (E.G. Bob is floundering in the water at at 4,4; Sue is stuck in lava at 16 , 16. The camera will pan to 10 , 10 so you can see them both onscreen as they take environmental damage at the start of the turn.)
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Craig Stern
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« Reply #515 on: August 15, 2012, 03:44:23 AM » |
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It took most of yesterday to get done, but at the urging of Ross Przybylski and with some helpful advice from Lars Doucet, I've implemented real-time palette swapping to Telepath Tactics!
This has two big advantages for the game:
(1) It will be much easier to add new units to Telepath Tactics now. Since the game now automatically palette swaps colors for the various teams on the fly, you'll only have to create one set of sprites rather than going through and laboriously creating variants for every possible team.
(2) The game will use much less memory. The memory savings are fairly insignificant right now, but once I start adding in all of the units' various pixel animations, the difference is going to become quite significant. (This is particularly key for running the game on mobile devices.)
More to come!
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Son of Bryce
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« Reply #516 on: August 15, 2012, 09:16:37 AM » |
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Dude, this looks great. I checked out the video in the first post and it looks like something I'd like to play.
Who created the artwork?
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Craig Stern
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« Reply #517 on: August 16, 2012, 06:08:52 AM » |
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Thanks, man! That would be Lorne Whiting (known as Inane on these forums.)
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Craig Stern
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« Reply #518 on: August 17, 2012, 05:43:51 AM » |
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I spent yesterday working on the plot of the game's primary single player campaign. Will there be political intrigue? Oh yes there will!  ...I won't say any more, because spoilers are bad.
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Houndninja
Level 1
"That's what" ~ (she)
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« Reply #519 on: August 17, 2012, 06:42:44 AM » |
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Political intrigue?? yes pls!!
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CaoMengde777
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« Reply #520 on: August 17, 2012, 08:40:18 AM » |
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this game looks SOO awesome, its like what I was going to make, before I changed the way I was going to do it lol... this game looks BAD,ASS!!! really nice!  so you are still doing this all in flash? thats cool, cause thats what my plan with my game is going to be, thanks for the ... encouragement, knowing what can be done, sometimes I feel daunted by the work ahead of me  , rock on dude! 
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"Im not cutesy G-damnit! Im Hardcore!" - said by the Cutest babe EVER! "She rips balls off with her eyes" :D
"Failure is a good thing, failure teaches us how to succeed. Failure teaches us how to achieve victory. Failure teaches us how we can conquer the world!" - CaoCao (after defeat at ChiBi)
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Craig Stern
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« Reply #521 on: August 17, 2012, 09:21:42 AM » |
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Thanks, guys! so you are still doing this all in flash? Correct.
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Craig Stern
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« Reply #522 on: August 19, 2012, 04:38:59 PM » |
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A very small update for today: I was preparing to update the screenshots of Telepath Tactics that appear on the game's main page, when I realized that I'd missed a few colors in the palette-swapping code. Apparently, the thighs on the Photokineticists used a hue somewhat lighter than in all of the other units, thereby preventing the game from swapping the colors. This, in turn, made it look like every Photokineticist other than the ones on team Violet had bloody thighs. Kinda weird. But now fixed! Likewise, it seems the Spirits all had their own unique colorations to denote team affiliation, which meant that every team's Spirits looked like they were on team Violet. No more of that! The Spirit colorations have been added to the palette-swapping tables, and now all is well in the Kingdom of Paletteswapia.
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Craig Stern
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« Reply #523 on: August 19, 2012, 09:14:56 PM » |
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Another, even smaller update: I fixed an obscure bug where the ImportXML class was typing certain data wrong, effectively cutting off characters' attack lists after their fifth attack.
Oh, also: I updated the screenshots in the first post of this thread.
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Craig Stern
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« Reply #524 on: August 20, 2012, 08:11:50 AM » |
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You can now customize the music that plays on a map-by-map basis in a single player campaign. (I've left the ability to force background music out of Multiplayer, since I want that to be entirely player-controlled.)
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