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101  Community / DevLogs / Re: Telepath Tactics (Now with an ALPHA DEMO!) on: January 01, 2013, 12:29:14 PM
I put the December update up yesterday, and finished up dialog tree support yesterday evening.

Notably: because dialog trees are working, that means branching campaigns are now working as well! Wink
102  Community / DevLogs / Re: Telepath Tactics (Now with an ALPHA DEMO!) on: December 29, 2012, 11:06:11 PM
Kickstarter doesn't let you edit updates after 30 minutes post-posting. Oh well. Shrug
103  Community / DevLogs / Re: Telepath Tactics (Now with an ALPHA DEMO!) on: December 29, 2012, 10:11:39 AM
Well, the Kickstarter's finally over now, and I can relax for a little while! You can find my thoughts on the experience here.
104  Community / DevLogs / Re: Telepath Tactics (Now with an ALPHA DEMO!) on: December 27, 2012, 06:37:54 PM
The public demo has been updated! Avail yourself of the newest updates (including some awesome looking new lighting in the battle at Devilmouth!)

Get the Telepath Tactics alpha demos here:

WINDOWS DEMO

MAC / LINUX DEMO (you'll need AIR to install the Mac / Linux one; Linux users can nab AIR here)
105  Community / DevLogs / Re: Telepath Tactics (Now with an ALPHA DEMO!) on: December 27, 2012, 05:03:57 AM
An acquaintance of mine, Jared Wheeler, was kind enough to volunteer to create an algorithm for generating point lights in the game's backgrounds. I spent some time integrating it into the engine last night, and the results are really promising. Here is a screenshot showing the current implementation:



There are still tweaks to be made, but I'm already very pleased with what this has done for the ambiance of the lava levels; it should do some very nice things for indoor levels as well, I expect. More to come!
106  Community / DevLogs / Re: Telepath Tactics (Now with an ALPHA DEMO!) on: December 26, 2012, 05:33:38 PM
Telepath Tactics now previews attack damage for every target of every attack before you actually launch the attack--and unlike the "base damage" text you get when mousing over the attack button, it shows final damage after taking into account elemental resistances and unit positioning. Frankly, it's kind of awesome.

Click here to see it in action with some AOE abilities.
107  Community / DevLogs / Re: TIGSource Devlog Magazine! on: December 25, 2012, 03:25:41 PM
Oh! I just noticed Telepath Tactics was in the December 1st edition. Very cool! Thanks for the mention! Grin
108  Community / DevLogs / Re: Telepath Tactics (Now with an ALPHA DEMO!) on: December 25, 2012, 03:22:36 PM
The Telepath Tactics Kickstarter campaign wraps up in just over 3 days; all in all, it's a pretty nerve-wracking moment for me!

I've just posted Kickstarter Update #11 talking about what it will take to meet the funding goal. Check it out!  
Hand Shake Left WTF Hand Shake Right
109  Community / DevLogs / Re: Telepath Tactics (Now with an ALPHA DEMO!) on: December 25, 2012, 09:52:41 AM
Yesterday was dedicated to polishing various interactive elements to make the game easier than ever to control:

-- I fixed a variety of small bugs relating to the interface (most notably, certain situations in which the mouse wheel would not scroll through your moveable characters).

-- The Escape key now functions the same as left-clicking or right-clicking for purposes of advancing text and clearing new turn / victory notifications.

-- Holding Shift when hitting space bar now causes the game to cycle through your characters in reverse (just hitting space cycles through them in normal spawn order).

-- You can also now right-click the character Rotate button to rotate a character counter-clockwise (left-clicking just produces clockwise rotation).


The game's demo has been updated with all of this stuff. Merry Christmas. Wink
110  Community / DevLogs / Re: Telepath Tactics (Now with an ALPHA DEMO!) on: December 24, 2012, 04:27:33 PM
YES. I just fixed a bug that (appropriately enough) had been bugging me for weeks. The bug was weirdly specific: it interfered with the transfer of character information between battles, but only for characters that had already been through a battle previously.

Anyway, that's now fixed, so yay! Grin
111  Community / DevLogs / Re: Telepath Tactics (Now with an ALPHA DEMO!) on: December 24, 2012, 07:23:43 AM
New! You can now cycle through your available characters using the mouse wheel. Wink

Also: by popular demand, the game supports edge-of-screen panning once again, wherein moving your mouse to the edge of the screen starts the camera moving in that direction. (Personally, I strongly dislike edge-of-screen panning; I'm making it so you can toggle this functionality off.)

You could make one full cycle with perlin noise like you do now and cache the result to BitmapData, so creating them would be automatic.

Hm. Interesting thought. Let me meditate on that one.

The AI and GUI are definitely still works-in-progress. The auto-win thing was a bug I accidentally introduced in the second-to-last demo build, then removed in the latest one. (If you download and run the installer again, it'll update the demo for you!) Anyway, thanks for the feedback.
112  Community / DevLogs / Re: Telepath Tactics (Now with an ALPHA DEMO!) on: December 23, 2012, 04:54:36 PM
Oof. So, I took the whole perlin noise calculation aspect out of it by generating a sprite sheet of a perlin noise cycle for an area the size of a tile, then applying the data through the sprite sheet rather than having the game calculate perlin noise on the fly. It ran faster, but things still remained pretty darn jerky on large maps with lots of water or lava. It's obvious that the DisplacementMapFilter class itself is pretty inefficient. It's a shame; I really liked the effect. Oh well!

Maybe some kind of colour cycling, or pre-generated textures (then masked for the edges) would help?

Unfortunately, the engine does not currently support animated textures--and even if it did, creating them would be a huge pain in the butt. It's probably not going to happen. I'll have to think of some other ways to add life to the maps!
113  Community / DevLogs / Re: Telepath Tactics (Now with an ALPHA DEMO!) on: December 23, 2012, 02:48:55 PM
Well, I got liquid undulation working. One the plus side,

! On the minus side, on any map of significant size, it absolutely craters the frame rate. Sadly, the minus outweighs the plus. I'm going to leave this feature disabled until I can figure out a way to do it more efficiently.
114  Community / DevLogs / Re: Telepath Tactics (Now with an ALPHA DEMO!) on: December 23, 2012, 12:07:50 PM
It's cool. Either we'll rally in the last few days, or I'll try again in a few weeks with 620 eager backers already lined up from the start of the campaign. Wink

On the development front, I'm currently working on a graphical effect to animate water and lava in a realistic-looking pattern. I'll post again when I have something to show there.
115  Developer / Technical / Re: Using a perlin DisplacementMap non-destructively on: December 23, 2012, 08:33:28 AM
Ah, I found a way around this. Victory! Well, hello there!
116  Developer / Technical / Using a perlin DisplacementMap non-destructively on: December 23, 2012, 01:26:52 AM
I'm testing out using the perlinNoise() method of the BitmapData class and applying it to a second BitmapData object using applyFilter(). The goal is to create a rippling effect a little like this.

Now, here's the problem: my code results in

and gradually fading to black rather than undulating like liquid.

My guess is that since I'm using applyFilter(), the application of the DisplacementMap is cumulative, resulting in the smearing effect. Is there any way to apply the perlin noise DisplacementMap non-destructively without resorting to the use of Movieclips (as the tutorial does)?

Here's the current code:

Code:
var noiseCounter:uint = 0;
var updateNoiseAt:uint = 4;
var dispData:BitmapData = new BitmapData( bFieldBMP.width , bFieldBMP.height );
var dispMap:DisplacementMapFilter = new DisplacementMapFilter( dispData , new Point(0, 0) , 1 , 2 , 20 , 25 );

//called from the main loop
public function updatePerlinNoise ():void {

if ( bFieldData != null ) {
if ( bFieldBMP != null ) {

noiseCounter++;

if ( noiseCounter == updateNoiseAt ) {

perlinOffsets[0].x += 0.4;
perlinOffsets[1].y += 0.1;
dispData.perlinNoise(45, 20, 2 , 50, true, false, 7, true, perlinOffsets);
bFieldData.applyFilter( bFieldData , new Rectangle( 0 , 0 , bFieldBMP.width , bFieldBMP.height ) , new Point(0, 0) , dispMap );

noiseCounter = 0;
}
}
}
}
117  Community / DevLogs / Re: Telepath Tactics (Now with an ALPHA DEMO!) on: December 20, 2012, 05:10:30 PM
Cool; I'm interested to hear your thoughts!
118  Community / DevLogs / Re: Telepath Tactics (Now with an ALPHA DEMO!) on: December 17, 2012, 11:38:47 AM
So! Those AI improvements (and others) are now in-game, and I've updated the alpha demo. Grab the new version here.

Grin
119  Community / DevLogs / Re: Telepath Tactics (Now with an ALPHA DEMO!) on: December 15, 2012, 03:09:36 PM
I'm working on one of many necessary tweaks to enemy AI: soon, enemy units will recognize when a character is about to die on its own (whether via being in lava, via drowning, or via burning or poison) and will not waste time attacking that unit.
120  Community / DevLogs / Re: Telepath Tactics (Now with an ALPHA DEMO!) on: December 14, 2012, 08:40:14 AM
Accidentally not a baker (happens)

Luckily, that's an accident you can fix. Wink

There are no set plans for how to handle unit deployment yet.
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