Add in new base camp music and events. Added 3 unlock tiers for the base camp music progression. Release Build 8476.

mac-build
sigonasr2 8 months ago
parent 86242f9f87
commit 6258925932
  1. 2
      Adventures in Lestoria/Adventures in Lestoria.tiled-project
  2. 2
      Adventures in Lestoria/AdventuresInLestoria.cpp
  3. 6
      Adventures in Lestoria/State_GameHub.cpp
  4. 2
      Adventures in Lestoria/Version.h
  5. 4
      Adventures in Lestoria/assets/Campaigns/Hub_v2.tmx
  6. 33
      Adventures in Lestoria/assets/config/audio/bgm.txt
  7. 4
      Adventures in Lestoria/assets/config/audio/events.txt
  8. BIN
      Adventures in Lestoria/assets/music/AIL_baseCamp_bass.ogg
  9. BIN
      Adventures in Lestoria/assets/music/AIL_baseCamp_flute.ogg
  10. BIN
      Adventures in Lestoria/assets/music/AIL_baseCamp_kick.ogg
  11. BIN
      Adventures in Lestoria/assets/music/AIL_baseCamp_piano1.ogg
  12. BIN
      Adventures in Lestoria/assets/music/AIL_baseCamp_piano2.ogg
  13. BIN
      Adventures in Lestoria/assets/music/AIL_baseCamp_pizzicato.ogg
  14. BIN
      Adventures in Lestoria/assets/music/AIL_baseCamp_ride.ogg
  15. BIN
      Adventures in Lestoria/assets/music/AIL_baseCamp_snare.ogg
  16. BIN
      Adventures in Lestoria/assets/music/AIL_baseCamp_strings.ogg
  17. BIN
      Adventures in Lestoria/assets/music/AIL_baseCamp_xtra perc.ogg
  18. BIN
      Adventures in Lestoria/assets/music/base_camp.ogg
  19. BIN
      x64/Release/Adventures in Lestoria.exe

@ -50,7 +50,7 @@
"foresty1_1",
"overworld",
"foresty_boss",
"foresty_loop1"
"base_camp"
],
"valuesAsFlags": false
},

@ -240,6 +240,7 @@ AiL::AiL()
}
bool AiL::OnUserCreate(){
if(PACK_KEY=="INSERT_PACK_KEY_HERE")ERR("ERROR! Starting the game with the default pack ID is not allowed!")
gamepack.LoadPack("assets/"+"gamepack_file"_S,PACK_KEY);
GamePad::init();
@ -2700,7 +2701,6 @@ bool Steam_Init(){
int main()
{
if(PACK_KEY=="INSERT_PACK_KEY_HERE")ERR("ERROR! Starting the game with the default pack ID is not allowed!")
#ifndef __EMSCRIPTEN__
if(SteamAPI_RestartAppIfNecessary(2895980U))return false; //Immediately quit if steam is detected and can be started through it.
if(Steam_Init()){

@ -68,6 +68,12 @@ void State_GameHub::OnStateChange(GameState*prevState){
}
void State_GameHub::OnLevelLoad(){
game->UpdateDiscordStatus("Camp",game->GetPlayer()->GetClassName());
if(Unlock::IsUnlocked("STORY_1_3")){
Audio::SetAudioEvent("Chapter2Unlock");
}else
if(Unlock::IsUnlocked("STORY_1_2")){
Audio::SetAudioEvent("BlacksmithUnlock");
}
}
void State_GameHub::OnUserUpdate(AiL*game){
State_GameRun::OnUserUpdate(game);

@ -39,7 +39,7 @@ All rights reserved.
#define VERSION_MAJOR 1
#define VERSION_MINOR 0
#define VERSION_PATCH 0
#define VERSION_BUILD 8472
#define VERSION_BUILD 8476
#define stringify(a) stringify_(a)
#define stringify_(a) #a

@ -1,8 +1,8 @@
<?xml version="1.0" encoding="UTF-8"?>
<map version="1.10" tiledversion="1.10.1" class="Map" orientation="orthogonal" renderorder="right-down" width="70" height="60" tilewidth="12" tileheight="12" infinite="0" nextlayerid="9" nextobjectid="3">
<map version="1.10" tiledversion="1.10.2" class="Map" orientation="orthogonal" renderorder="right-down" width="70" height="60" tilewidth="12" tileheight="12" infinite="0" nextlayerid="9" nextobjectid="3">
<properties>
<property name="Backdrop" propertytype="Backdrop" value="forest"/>
<property name="Background Music" propertytype="BGM" value="foresty_loop1"/>
<property name="Background Music" propertytype="BGM" value="base_camp"/>
<property name="Level Type" propertytype="LevelType" value="Hub"/>
</properties>
<tileset firstgid="1" source="../maps/Tilesheet_No_Shadow24x24as12x12.tsx"/>

@ -31,9 +31,6 @@ BGM
Events
{
Default Volume = 70%
LowHealth = 100%
InCombat = 100%
Underwater = 100%
}
}
@ -50,9 +47,6 @@ BGM
Events
{
Default Volume = 70%
LowHealth = 100%
InCombat = 100%
Underwater = 100%
}
}
@ -79,24 +73,29 @@ BGM
}
#Song title followed by filenames for individual parts
foresty_loop1
base_camp
{
Track Name = Foresty Loop 1
channel[0]=loop1/foresty1_1_loop1_bass.ogg
channel[1]=loop1/foresty1_1_loop1_drums.ogg
channel[2]=loop1/foresty1_1_loop1_flute.ogg
channel[3]=loop1/foresty1_1_loop1_piano 1.ogg
channel[4]=loop1/foresty1_1_loop1_piano 2.ogg
channel[5]=loop1/foresty1_1_loop1_strings.ogg
channel[6]=loop1/foresty1_1_loop1_xtra perc.ogg
Track Name = Base Camp
channel[0]=AIL_baseCamp_bass.ogg
channel[1]=AIL_baseCamp_flute.ogg
channel[2]=AIL_baseCamp_kick.ogg
channel[3]=AIL_baseCamp_piano1.ogg
channel[4]=AIL_baseCamp_piano2.ogg
channel[5]=AIL_baseCamp_pizzicato.ogg
channel[6]=AIL_baseCamp_ride.ogg
channel[7]=AIL_baseCamp_snare.ogg
channel[8]=AIL_baseCamp_strings.ogg
channel[9]=AIL_baseCamp_xtra perc.ogg
# Transition time between one phase to the next.
Fade Time = 2.0
Events
{
Default Volume = 0%,70%,0%,0%,70%,70%,0%
Default Volume = 60%,60%,0%,0%,0%,0%,0%,0%,60%,60%
BlacksmithUnlock = 60%,60%,60%,0%,0%,0%,0%,60%,60%,60%
Chapter2Unlock = 80%,80%,60%,0%,100%,70%,0%,60%,80%,60%
}
}

@ -1,9 +1,9 @@
Events
{
LowHealth = "Occurs when the player is low in health."
InCombat = "Occurs when the player is in combat."
Underwater = "Occurs when the player is in water."
TitleScreenLoaded = "Occurs when the title screen intro is done"
BlacksmithUnlock = "Blacksmith appears in the camp."
Chapter2Unlock = "Chapter 2 is unlocked (beat the demo)"
SFX
{

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