Visual Novel character sizing now scales based on image size instead.

pull/35/head
sigonasr2 1 year ago
parent fc7e135aa4
commit 2b7ebb32cc
  1. 2
      Adventures in Lestoria/CharacterMenuWindow.cpp
  2. 15
      Adventures in Lestoria/TODO.txt
  3. 2
      Adventures in Lestoria/Version.h
  4. 5
      Adventures in Lestoria/VisualNovel.cpp
  5. 2
      Adventures in Lestoria/assets/config/classes/Warrior.txt
  6. 2
      Adventures in Lestoria/assets/config/configuration.txt
  7. 2
      Adventures in Lestoria/assets/config/gfx/gfx.txt

@ -60,7 +60,7 @@ void Menu::InitializeCharacterMenuWindow(){
characterMenuWindow->ADD("Character Label",MenuLabel)(geom2d::rect<float>{{0,-4},{float(windowSize.x)-1,24}},"Character",2,ComponentAttr::SHADOW|ComponentAttr::OUTLINE|ComponentAttr::BACKGROUND)END; characterMenuWindow->ADD("Character Label",MenuLabel)(geom2d::rect<float>{{0,-4},{float(windowSize.x)-1,24}},"Character",2,ComponentAttr::SHADOW|ComponentAttr::OUTLINE|ComponentAttr::BACKGROUND)END;
characterMenuWindow->ADD("Equip Slot Outline",MenuComponent)(geom2d::rect<float>{{0,28},{120,windowSize.y-37}},"",DO_NOTHING,ButtonAttr::UNSELECTABLE)END; characterMenuWindow->ADD("Equip Slot Outline",MenuComponent)(geom2d::rect<float>{{0,28},{120,windowSize.y-37}},"",DO_NOTHING,ButtonAttr::UNSELECTABLE)END;
characterMenuWindow->ADD("Character Rotating Display",CharacterRotatingDisplay)(geom2d::rect<float>{{135,28},{90,windowSize.y-48}},GFX[classutils::GetClassInfo(game->GetPlayer()->GetClassName()).classFullImgName].Decal())END; characterMenuWindow->ADD("Character Rotating Display",CharacterRotatingDisplay)(geom2d::rect<float>{{125,18},{130,windowSize.y-28}},GFX[classutils::GetClassInfo(game->GetPlayer()->GetClassName()).classFullImgName].Decal())END;
const static std::array<std::string,7>displayAttrs{ const static std::array<std::string,7>displayAttrs{
"Health", "Health",

@ -10,17 +10,13 @@ Settings Menu
remove that bind from the list. Up to two keys may be binded per action. remove that bind from the list. Up to two keys may be binded per action.
-We have to save keybinds to the save file. -We have to save keybinds to the save file.
- Initial Crafting of Gear.
- XP Bar - XP Bar
- Implement escape menu during gameplay. - 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. - 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. - 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. - Clamp bosses in boss arenas.
- Track items used during a stage, on death, restore the loadout item quantities used. - 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.) - 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. - Hide mouse cursor during controller play. Reveal it again during mouse play.
- Resource Packs - 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 - 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. - 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

@ -39,7 +39,7 @@ All rights reserved.
#define VERSION_MAJOR 0 #define VERSION_MAJOR 0
#define VERSION_MINOR 3 #define VERSION_MINOR 3
#define VERSION_PATCH 0 #define VERSION_PATCH 0
#define VERSION_BUILD 6687 #define VERSION_BUILD 6699
#define stringify(a) stringify_(a) #define stringify(a) stringify_(a)
#define stringify_(a) #a #define stringify_(a) #a

@ -222,15 +222,14 @@ void VisualNovel::Draw(){
std::u32string character(leftCharacters[i].begin(),leftCharacters[i].end()); std::u32string character(leftCharacters[i].begin(),leftCharacters[i].end());
Pixel fadeColor=WHITE; Pixel fadeColor=WHITE;
if(character!=actualSpeakerName)fadeColor={128,128,128,255}; 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--){ for(int i=rightCharacters.size()-1;i>=0;i--){
//Start 72 from the bottom. //Start 72 from the bottom.
std::u32string character(rightCharacters[i].begin(),rightCharacters[i].end()); std::u32string character(rightCharacters[i].begin(),rightCharacters[i].end());
Pixel fadeColor=WHITE; Pixel fadeColor=WHITE;
if(character!=actualSpeakerName)fadeColor={128,128,128,255}; if(character!=actualSpeakerName)fadeColor={128,128,128,255};
float spriteWidth=GFX[GetCharacterImage(character)].Sprite()->width; 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);
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);
} }
if(locationDisplayTime>0){ if(locationDisplayTime>0){
std::u32string locationStr=std::u32string(locationDisplayText.begin(),locationDisplayText.end()); std::u32string locationStr=std::u32string(locationDisplayText.begin(),locationDisplayText.end());

@ -10,7 +10,7 @@ Warrior
# Amount of attack gained per level. # Amount of attack gained per level.
AtkGrowthRate = 2 AtkGrowthRate = 2
FullRender = knight_full_render1.png FullRender = characters/commercial_assets/Player_F_NoOutline.png
Auto Attack Auto Attack
{ {

@ -84,7 +84,7 @@ event_config = audio/events.txt
interface_config = Interface.txt interface_config = Interface.txt
# Path to character images # Path to character images
character_image_location = characters/ character_image_location = characters/commercial_assets/
# Path to story backgrounds # Path to story backgrounds
story_background_image_location = backgrounds/ story_background_image_location = backgrounds/

@ -82,7 +82,7 @@ Images
GFX_Ranger_MultiShot_Icon = Ability Icons/multishot.png GFX_Ranger_MultiShot_Icon = Ability Icons/multishot.png
# Full Class Icons # 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_Wizard_Full = wizard_full_render.png
GFX_Unknown_Full = unknown_full_render.png GFX_Unknown_Full = unknown_full_render.png
} }
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