Allo folks,
Yesterday, I exported the Norwegian translations into the new format. This went well. I’m now looking at the developer’s experience of using the system.
I hope to obviate the need for a central registry of text entries that the developer has to manage[0]. TaleSpire needs to be able to export a translati...
Hello everyone!Two days ago, we released an update to the automatic hide plane placement logic. With this update, we use more info about minis' surroundings to do a better job placing the hide plane in various situations.Since then, we've had some great feedback (Thank you!). The good news is that it works well in a bunc...
Morning all,
Just a quick one from me today. Yesterday, I made a parser for our translation files. Next, I’ll export the (partial) Norwegian translation to this format and try to use it in the game.
The file contains a bunch of details that are only relevant to the translation process, so it’s likely that on the fi...
This release improves the automatic placement of the hide plane.It does this by taking into account more of the surroundings of a mini to make better decisions of where to place the hide plane, which should result in more consistently being able to see inside of buildings without manually adjusting the hide plane.See her...
Good evening all,
Today, I’ve been working on the translation file format.
The goal is for a translator to go into TaleSpire, choose a language,
and click export to produce a file that has all the strings that need
translation for that language.
As usual with human stuff, it’s never that simple.
If you like a...
Good morning folks,
Work has been steady, if not glamorous. I’ve rewritten the settings system so it’s easier to maintain. I’d hoped it would be a lot simpler, but that didn’t turn out to be the case. There are some problems where it feels like you only push the complexity around.
That said, I know I could do a lot...
Hi,Good news! The hide plane placement experiments I discussed in my last devlog have panned out quite well. We found some minor bugs during our internal testing sessions that I've already fixed, and in general, it's getting close to being ready.But now, let's talk about what it even does. First, we need to recap how the...
On the last community stream, someone asked whether Bouncyrock gives
us employees time to do our own projects. I said that we don’t have an
official policy around it but are always open to any of us requesting that. I’m
not sure if it stuck in my head, but I realized having a few study days
a month would be really he...
Hello everyone,Since my last update, I've finalized a good number of things on the (creature) tags front and made a working proof of concept of the new search logic. It's looking promising, which is very relieving after so much time has gone into it. The tags are much more consistent, and tag synonyms work well (although...
This is a video of me recently.
So I’m meant to be working on dice. I was. And I will. But I was
chatting to Chairmander, and we agreed that it was a bit of a shame that
we’ve done so much work on the tagging, but you folks haven’t seen any
of it yet. It feels like just[0] having the new search implementation
wo...
Hi folks.
Tomorrow at 8:00 a.m. UTC, we will be performing a database upgrade for which we are scheduling two hours of maintenance.
Click here to see the time in your timezone
Thanks, everyone!
The AoE Initiative Beta has been running for about a week and a half and now it's time to get it out to all of you!This new feature allows you to add AoE markers to initiative lists making it easier to track some of the long-term effects that may occur during combat.Here's how to use it and what to expect:While in Initia...
Hi folks,
The “AoE in initiative tracker” Beta has just got an update fixing a few bugs:
Fix the issue that moving a tile showed the bounds of the tile at the location you moved the tile from.
Fix a case where hide volume bounds briefly flash when edited.
AoE names are now correctly positioned when using the “s...
It’s Beta time again! A chance to check out something that is coming down the pipe and also to find the things we broke!
This time, we are adding the ability to add AoEs to the initiative list.
How to join the Beta The guide explaining how to join the Beta is here:
https://talespire.com/welcome-to-the-aoe-initiative-...
This release fixes a regression and optimizes a TaleSpire
subsystem.
The optimization is in the code that draws the rectangular outlines
often used for selections. This improvement affects all machines and
platforms but will be most noticeable on lower-end ones. On my test
laptop, execution time dropped from 1.3ms t...
Hi folks.
Today, I continued with the dice engine.
For those who didn’t see yesterday’s post, here is a warning:
GMs, Players, and even implementors of rule systems will not have to deal with the things I’m talking about below. The code gubbins I’ll be showing is for the under-the-hood implementation that will m...
Hi folks!
I’ve started work on my next big feature, the dice engine!
This is a complete rewrite not just of the networking code but also
(and more excitingly) the system that handles the automation of
different kinds of dice rolls.
Until now, we’ve supported very basic dice syntax. For example, you
can type !farb...
Just a quick post today.
Today, I did some more performance work. The code that draws the dotted-line bounding boxes was taking 1.3ms on my laptop when idle.
I rewrote that code, and now it takes (essentially) zero time when idle and ~0.03ms when in use. A solid improvement.
The improvements are masked by how long r...
Hi folks,
While I was on leave, a situation arose in the unofficial modding community, which caused some confusion and prompted a number of comments asking what our position is on this.
What are official vs. unofficial mods
These days, TaleSpire has official support for adding creatures and some level of functionality...
In this release, we have a major performance improvement to the code that handles picking tiles, props, and creatures on integrated and low-end GPUsOn our test machine, we saw a picking delay of roughly 22 milliseconds drop to less than a hundredth of a millisecond.Due to how frames are paced, this will not translate dir...