diff --git a/Adventures in Lestoria/CharacterMenuWindow.cpp b/Adventures in Lestoria/CharacterMenuWindow.cpp index 53ccd90d..d75f81bc 100644 --- a/Adventures in Lestoria/CharacterMenuWindow.cpp +++ b/Adventures in Lestoria/CharacterMenuWindow.cpp @@ -60,7 +60,7 @@ void Menu::InitializeCharacterMenuWindow(){ characterMenuWindow->ADD("Character Label",MenuLabel)(geom2d::rect{{0,-4},{float(windowSize.x)-1,24}},"Character",2,ComponentAttr::SHADOW|ComponentAttr::OUTLINE|ComponentAttr::BACKGROUND)END; characterMenuWindow->ADD("Equip Slot Outline",MenuComponent)(geom2d::rect{{0,28},{120,windowSize.y-37}},"",DO_NOTHING,ButtonAttr::UNSELECTABLE)END; - characterMenuWindow->ADD("Character Rotating Display",CharacterRotatingDisplay)(geom2d::rect{{135,28},{90,windowSize.y-48}},GFX[classutils::GetClassInfo(game->GetPlayer()->GetClassName()).classFullImgName].Decal())END; + characterMenuWindow->ADD("Character Rotating Display",CharacterRotatingDisplay)(geom2d::rect{{125,18},{130,windowSize.y-28}},GFX[classutils::GetClassInfo(game->GetPlayer()->GetClassName()).classFullImgName].Decal())END; const static std::arraydisplayAttrs{ "Health", diff --git a/Adventures in Lestoria/TODO.txt b/Adventures in Lestoria/TODO.txt index 3b2b562c..02c40316 100644 --- a/Adventures in Lestoria/TODO.txt +++ b/Adventures in Lestoria/TODO.txt @@ -10,17 +10,13 @@ Settings Menu remove that bind from the list. Up to two keys may be binded per action. -We have to save keybinds to the save file. -- Initial Crafting of Gear. - - XP Bar - Implement escape menu during gameplay. - If you leave a stage, the stage complete window still shows up, showing only the loot you obtained that session. -- No equip sounds for weapons? - When setting loadout items while loading the game it should highlight the correct item in the consumables inventory as well. -- Upgrade! / Craftable Labels for items in the blacksmith. - Clamp bosses in boss arenas. - Track items used during a stage, on death, restore the loadout item quantities used. @@ -37,9 +33,6 @@ Story proofreading/correcting/storyboarding - Add Death screen (Zoom in on fatal blow, slow time down... Display some game over text... Allow retry or return to world map.) -A "Debug" version of the game that simply outputs all std::cout to a file as well (debug.log). -ERR messages become just output messages in release build and won't crash the game. - - Hide mouse cursor during controller play. Reveal it again during mouse play. - Resource Packs @@ -48,11 +41,3 @@ ERR messages become just output messages in release build and won't crash the ga - Icon displays / Proper key displays above skill keys - Auto aim causes retreat-type moves to aim away from the auto target, and prefer the direction the player's moving in. - -- Equipment purchase method changes: -ok equipment cant be sold currently anyway. -So i think the easiest solution would be making gear unique. buying and upgrading it could be at the exact same location then. - -Only thing that needs to be changed in the ui would be removing the equipment tab in the vendor sell menu. -[12:07 AM]sigonasr2: So the process goes: See current list of gear, first you buy it, then you can choose it again to continuously upgrade it - diff --git a/Adventures in Lestoria/Version.h b/Adventures in Lestoria/Version.h index b856e73b..54687db4 100644 --- a/Adventures in Lestoria/Version.h +++ b/Adventures in Lestoria/Version.h @@ -39,7 +39,7 @@ All rights reserved. #define VERSION_MAJOR 0 #define VERSION_MINOR 3 #define VERSION_PATCH 0 -#define VERSION_BUILD 6687 +#define VERSION_BUILD 6699 #define stringify(a) stringify_(a) #define stringify_(a) #a diff --git a/Adventures in Lestoria/VisualNovel.cpp b/Adventures in Lestoria/VisualNovel.cpp index be0a545f..5b1a0f7e 100644 --- a/Adventures in Lestoria/VisualNovel.cpp +++ b/Adventures in Lestoria/VisualNovel.cpp @@ -222,15 +222,14 @@ void VisualNovel::Draw(){ std::u32string character(leftCharacters[i].begin(),leftCharacters[i].end()); Pixel fadeColor=WHITE; if(character!=actualSpeakerName)fadeColor={128,128,128,255}; - game->DrawDecal(vi2d{0,game->GetScreenSize().y}-vi2d{-i*64,72+168},GFX[GetCharacterImage(character)].Decal(),{1,1},fadeColor); + game->DrawRotatedDecal(vi2d{0,game->GetScreenSize().y}-vi2d{-i*64-36,152},GFX[GetCharacterImage(character)].Decal(),0,GFX[GetCharacterImage(character)].Sprite()->Size()/2,vf2d{72.f,168.f}/GFX[GetCharacterImage(character)].Sprite()->Size(),fadeColor); } for(int i=rightCharacters.size()-1;i>=0;i--){ //Start 72 from the bottom. std::u32string character(rightCharacters[i].begin(),rightCharacters[i].end()); Pixel fadeColor=WHITE; if(character!=actualSpeakerName)fadeColor={128,128,128,255}; - float spriteWidth=GFX[GetCharacterImage(character)].Sprite()->width; - game->DrawRotatedDecal(game->GetScreenSize()-vi2d{i*64+int(spriteWidth)/2,72+168},GFX[GetCharacterImage(character)].Decal(),0,vf2d{spriteWidth/2,0.f},{-1,1},fadeColor); + game->DrawRotatedDecal(game->GetScreenSize()-vi2d{i*64+36,152},GFX[GetCharacterImage(character)].Decal(),0,GFX[GetCharacterImage(character)].Sprite()->Size()/2,vf2d{-72.f,168.f}/GFX[GetCharacterImage(character)].Sprite()->Size(),fadeColor); } if(locationDisplayTime>0){ std::u32string locationStr=std::u32string(locationDisplayText.begin(),locationDisplayText.end()); diff --git a/Adventures in Lestoria/assets/config/classes/Warrior.txt b/Adventures in Lestoria/assets/config/classes/Warrior.txt index e0134d22..86ef33b6 100644 --- a/Adventures in Lestoria/assets/config/classes/Warrior.txt +++ b/Adventures in Lestoria/assets/config/classes/Warrior.txt @@ -10,7 +10,7 @@ Warrior # Amount of attack gained per level. AtkGrowthRate = 2 - FullRender = knight_full_render1.png + FullRender = characters/commercial_assets/Player_F_NoOutline.png Auto Attack { diff --git a/Adventures in Lestoria/assets/config/configuration.txt b/Adventures in Lestoria/assets/config/configuration.txt index 05802dd1..24c8161b 100644 --- a/Adventures in Lestoria/assets/config/configuration.txt +++ b/Adventures in Lestoria/assets/config/configuration.txt @@ -84,7 +84,7 @@ event_config = audio/events.txt interface_config = Interface.txt # Path to character images -character_image_location = characters/ +character_image_location = characters/commercial_assets/ # Path to story backgrounds story_background_image_location = backgrounds/ diff --git a/Adventures in Lestoria/assets/config/gfx/gfx.txt b/Adventures in Lestoria/assets/config/gfx/gfx.txt index 43187fb2..a6ea0389 100644 --- a/Adventures in Lestoria/assets/config/gfx/gfx.txt +++ b/Adventures in Lestoria/assets/config/gfx/gfx.txt @@ -82,7 +82,7 @@ Images GFX_Ranger_MultiShot_Icon = Ability Icons/multishot.png # Full Class Icons - GFX_Warrior_Full = knight_full_render1.png + GFX_Warrior_Full = characters/commercial_assets/Player_F_NoOutline.png GFX_Wizard_Full = wizard_full_render.png GFX_Unknown_Full = unknown_full_render.png } \ No newline at end of file