Button clicks for offline/online character buttons. Added campfire sound effect. Added tile collisions to hub. Added NPC spawn points, setup NPC objects, added NPC sprites, setup event flags on map.

pull/35/head
sigonasr2 10 months ago
parent 2640477f89
commit 7162b151e4
  1. 98
      Adventures in Lestoria/Adventures in Lestoria.tiled-project
  2. 2
      Adventures in Lestoria/Adventures in Lestoria.vcxproj
  3. 6
      Adventures in Lestoria/Adventures in Lestoria.vcxproj.filters
  4. 4
      Adventures in Lestoria/Crawler_System_Overview.txt
  5. 4
      Adventures in Lestoria/LoadGameWindow.cpp
  6. 19
      Adventures in Lestoria/TODO.txt
  7. 63
      Adventures in Lestoria/assets/Campaigns/Hub.tmx
  8. 2
      Adventures in Lestoria/assets/Campaigns/World_Map.tmx
  9. 21
      Adventures in Lestoria/assets/config/audio/bgm.txt
  10. 5
      Adventures in Lestoria/assets/config/audio/environmentalaudio.txt
  11. 5
      Adventures in Lestoria/assets/config/audio/events.txt
  12. 880
      Adventures in Lestoria/assets/maps/Forge_No_Shadow_24x24.tsx
  13. 260
      Adventures in Lestoria/assets/maps/No_Shadow_Campfire_24x24.tsx
  14. 350
      Adventures in Lestoria/assets/maps/grid_Props_No_Shadow_24x24.tsx
  15. BIN
      Adventures in Lestoria/assets/npcs/greg.png
  16. BIN
      Adventures in Lestoria/assets/npcs/sherman.png
  17. BIN
      Adventures in Lestoria/assets/npcs/traveling_merchant.png
  18. BIN
      Adventures in Lestoria/assets/sounds/button_click2.ogg
  19. BIN
      Adventures in Lestoria/assets/sounds/campfire.ogg
  20. BIN
      Adventures in Lestoria/assets/sounds/fireplace.wav
  21. 15
      Adventures in Lestoria/characters.txt

@ -47,7 +47,8 @@
"None", "None",
"foresty1_1", "foresty1_1",
"overworld", "overworld",
"foresty_boss" "foresty_boss",
"foresty_loop1"
], ],
"valuesAsFlags": false "valuesAsFlags": false
}, },
@ -132,10 +133,44 @@
"Birds1", "Birds1",
"Birds2", "Birds2",
"Birds3", "Birds3",
"Birds4" "Birds4",
"Campfire"
], ],
"valuesAsFlags": false "valuesAsFlags": false
}, },
{
"id": 34,
"name": "EventFlag",
"storageType": "string",
"type": "enum",
"values": [
"None",
"UnlockBlacksmith",
"UnlockPotionCrafting",
"CompleteChapter1",
"UnlockArtificer"
],
"valuesAsFlags": false
},
{
"color": "#ffa0a0a4",
"drawFill": true,
"id": 35,
"members": [
{
"name": "Visibility Flag",
"propertyType": "EventFlag",
"type": "string",
"value": "None"
}
],
"name": "EventLayer",
"type": "class",
"useAs": [
"property",
"layer"
]
},
{ {
"color": "#ffd9d929", "color": "#ffd9d929",
"drawFill": true, "drawFill": true,
@ -295,6 +330,65 @@
], ],
"valuesAsFlags": false "valuesAsFlags": false
}, },
{
"color": "#ff636bff",
"drawFill": true,
"id": 32,
"members": [
{
"name": "Function",
"propertyType": "NPCFunction",
"type": "string",
"value": "None"
},
{
"name": "NPC Name",
"type": "string",
"value": ""
},
{
"name": "Roaming Range",
"type": "int",
"value": 0
},
{
"name": "Spawn Flag",
"propertyType": "EventFlag",
"type": "string",
"value": "None"
},
{
"name": "Spritesheet",
"type": "string",
"value": ""
}
],
"name": "NPC",
"type": "class",
"useAs": [
"property",
"map",
"layer",
"object",
"tile",
"tileset",
"wangcolor",
"wangset"
]
},
{
"id": 33,
"name": "NPCFunction",
"storageType": "string",
"type": "enum",
"values": [
"None",
"Blacksmith",
"PotionCrafting",
"TravelingMerchant"
],
"valuesAsFlags": false
},
{ {
"color": "#fffa00f6", "color": "#fffa00f6",
"drawFill": true, "drawFill": true,

@ -816,6 +816,8 @@
<Text Include="Adventures in Lestoria_System_Overview.txt" /> <Text Include="Adventures in Lestoria_System_Overview.txt" />
<Text Include="Chapter_1_2nd_Boss.txt" /> <Text Include="Chapter_1_2nd_Boss.txt" />
<Text Include="Chapter_1_Creatures_Part_2.txt" /> <Text Include="Chapter_1_Creatures_Part_2.txt" />
<Text Include="characters.txt" />
<Text Include="Crawler_System_Overview.txt" />
<Text Include="Merchant%27s Items.txt" /> <Text Include="Merchant%27s Items.txt" />
<Text Include="NewClasses.txt" /> <Text Include="NewClasses.txt" />
<Text Include="InitialConcept.txt" /> <Text Include="InitialConcept.txt" />

@ -909,6 +909,12 @@
<Text Include="assets\config\Interface.txt"> <Text Include="assets\config\Interface.txt">
<Filter>Configurations</Filter> <Filter>Configurations</Filter>
</Text> </Text>
<Text Include="Crawler_System_Overview.txt">
<Filter>Documentation</Filter>
</Text>
<Text Include="characters.txt">
<Filter>Documentation</Filter>
</Text>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<Image Include="assets\heart.ico"> <Image Include="assets\heart.ico">

@ -22,8 +22,8 @@ Gear:
Chapter Specific Unlock Chapter Specific Unlock
- Every Story Chapter has 1 side boss that unlocks something new. - Every Story Chapter has 1 side boss that unlocks something new.
- Chapter 1 in addition unlocks the Blacksmith after 1-2 - Chapter 1 in addition unlocks the Blacksmith after 1-2
- Chapter 1 side boss unlocks an npc to craft consumables - Chapter 1 side boss unlocks an npc to craft potions
- Chapter 2 unlocks a Jeweler - Chapter 2 unlocks a Artificer
=> you can melt accesories to get ressources to "repair" your acceosries = you increase the stat rolls => you can melt accesories to get ressources to "repair" your acceosries = you increase the stat rolls
=> cant exceed max roll this way. Just a way to grind your way up if you are unlucky with stat rolls => cant exceed max roll this way. Just a way to grind your way up if you are unlucky with stat rolls
- Chapter 3 ??? (Maybe the Legendary Modifier mechanic from Post game gear will be used here instead if i dont find another idea i like) - Chapter 3 ??? (Maybe the Legendary Modifier mechanic from Post game gear will be used here instead if i dont find another idea i like)

@ -39,6 +39,7 @@ All rights reserved.
#include "Menu.h" #include "Menu.h"
#include "ScrollableWindowComponent.h" #include "ScrollableWindowComponent.h"
#include "SaveFile.h" #include "SaveFile.h"
#include "SoundEffect.h"
void Menu::InitializeLoadGameWindow(){ void Menu::InitializeLoadGameWindow(){
Menu*loadGameWindow=CreateMenu(LOAD_GAME,CENTERED,vi2d{192,144}); Menu*loadGameWindow=CreateMenu(LOAD_GAME,CENTERED,vi2d{192,144});
@ -49,13 +50,13 @@ void Menu::InitializeLoadGameWindow(){
loadGameWindow->ADD("Online Game Files List",ScrollableWindowComponent)(geom2d::rect<float>{{40,24},{112,116}})END loadGameWindow->ADD("Online Game Files List",ScrollableWindowComponent)(geom2d::rect<float>{{40,24},{112,116}})END
->Enable(false); ->Enable(false);
loadGameWindow->ADD("Go Back Button",MenuComponent)(geom2d::rect<float>{{72,148},{48,12}},"Back",[](MenuFuncData menu){Menu::CloseMenu();return true;})END; loadGameWindow->ADD("Go Back Button",MenuComponent)(geom2d::rect<float>{{72,148},{48,12}},"Back",[](MenuFuncData menu){Menu::CloseMenu();return true;})END;
#ifdef __EMSCRIPTEN__ #ifdef __EMSCRIPTEN__
auto offlineCharacterTab = loadGameWindow->ADD("Offline Character Tab",MenuComponent)(geom2d::rect<float>{{-8,4},{102,16}},"Offline Characters",[](MenuFuncData data){ auto offlineCharacterTab = loadGameWindow->ADD("Offline Character Tab",MenuComponent)(geom2d::rect<float>{{-8,4},{102,16}},"Offline Characters",[](MenuFuncData data){
Component<ScrollableWindowComponent>(data.menu.GetType(),"Game Files List")->Enable(true); Component<ScrollableWindowComponent>(data.menu.GetType(),"Game Files List")->Enable(true);
Component<ScrollableWindowComponent>(data.menu.GetType(),"Online Game Files List")->Enable(false); Component<ScrollableWindowComponent>(data.menu.GetType(),"Online Game Files List")->Enable(false);
Component<MenuComponent>(data.menu.GetType(),"Online Character Tab")->SetSelected(false); Component<MenuComponent>(data.menu.GetType(),"Online Character Tab")->SetSelected(false);
data.component.lock()->SetSelected(true); data.component.lock()->SetSelected(true);
SoundEffect::PlaySFX("Button Click",SoundEffect::CENTERED);
SaveFile::SetOnlineMode(false); SaveFile::SetOnlineMode(false);
return true; return true;
},ButtonAttr::FIT_TO_LABEL)END; },ButtonAttr::FIT_TO_LABEL)END;
@ -65,6 +66,7 @@ void Menu::InitializeLoadGameWindow(){
Component<ScrollableWindowComponent>(data.menu.GetType(),"Game Files List")->Enable(false); Component<ScrollableWindowComponent>(data.menu.GetType(),"Game Files List")->Enable(false);
Component<ScrollableWindowComponent>(data.menu.GetType(),"Online Game Files List")->Enable(true); Component<ScrollableWindowComponent>(data.menu.GetType(),"Online Game Files List")->Enable(true);
Component<MenuComponent>(data.menu.GetType(),"Offline Character Tab")->SetSelected(false); Component<MenuComponent>(data.menu.GetType(),"Offline Character Tab")->SetSelected(false);
SoundEffect::PlaySFX("Button Click",SoundEffect::CENTERED);
data.component.lock()->SetSelected(true); data.component.lock()->SetSelected(true);
if(!SaveFile::IsOnline()){ if(!SaveFile::IsOnline()){
if(SaveFile::GetUserID().length()==0){ if(SaveFile::GetUserID().length()==0){

@ -1,6 +1,14 @@
January 1st January 1st
=========== ===========
The Hub / NPC Interactions The Hub / NPC Interactions
- Hub will have an NPC to bring you to the Stage select Map / World Map
- Hub will have additional NPCs for all the Additional Chapter specific Unlocks
- There will be traveling merchants that sell consumables or over priced Materials from Monster dropps.
What get offered will change around at random after every stage
- Blacksmith (Craft/Enhance Equipment)
- Consumable Crafter
Settings Menu Settings Menu
- Any settings should be saved to the save file! - Any settings should be saved to the save file!
- Volume Controls - Volume Controls
@ -14,6 +22,9 @@ Settings Menu
- XP Bar - 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.
January 31st January 31st
============ ============
@ -23,14 +34,6 @@ Story proofreading/correcting/storyboarding
- Loading Screen - Loading Screen
- Title Screen setpieces - Title Screen setpieces
- Emscripten saving/loading files locally or cloud, can choose at menu.
-> New Game: Add checkbox to turn online saving on.
If clicked, prompts the user to enter a username for online saving to occur on.
Username gets stored and online mode is turned on.
-> Load Game: Two tabs at the top, Default will be "Local Saves". Second tab says "Online Saves".
If Local Saves is clicked, repopulate the list with the files from the metadata file.
If Online Saves is clicked, repopulate the list with the files from the metadata_online file received.
- Lock up unimplemented classes. - Lock up unimplemented classes.
- 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.)

@ -1,5 +1,10 @@
<?xml version="1.0" encoding="UTF-8"?> <?xml version="1.0" encoding="UTF-8"?>
<map version="1.10" tiledversion="1.10.1" orientation="orthogonal" renderorder="right-down" width="100" height="100" tilewidth="24" tileheight="24" infinite="0" nextlayerid="7" nextobjectid="1"> <map version="1.10" tiledversion="1.10.1" class="Map" orientation="orthogonal" renderorder="right-down" width="100" height="100" tilewidth="24" tileheight="24" infinite="0" nextlayerid="8" nextobjectid="8">
<properties>
<property name="Backdrop" propertytype="Backdrop" value="forest"/>
<property name="Background Music" propertytype="BGM" value="foresty_loop1"/>
<property name="Level Type" propertytype="LevelType" value="Dungeon"/>
</properties>
<tileset firstgid="1" source="../maps/Tilesheet_No_Shadow24x24.tsx"/> <tileset firstgid="1" source="../maps/Tilesheet_No_Shadow24x24.tsx"/>
<tileset firstgid="2913" source="../maps/No_Shadow_Campfire_24x24.tsx"/> <tileset firstgid="2913" source="../maps/No_Shadow_Campfire_24x24.tsx"/>
<tileset firstgid="3041" source="../maps/grid_Props_No_Shadow_24x24.tsx"/> <tileset firstgid="3041" source="../maps/grid_Props_No_Shadow_24x24.tsx"/>
@ -213,7 +218,10 @@
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</data> </data>
</layer> </layer>
<layer id="3" name="Layer 3 (Blacksmith)" width="100" height="100"> <layer id="3" name="Layer 3 (Blacksmith)" class="EventLayer" width="100" height="100">
<properties>
<property name="Visibility Flag" propertytype="EventFlag" value="None"/>
</properties>
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</layer> </layer>
<layer id="4" name="Layer 4 (Artificer)" width="100" height="100"> <layer id="4" name="Layer 4 (Artificer)" class="EventLayer" width="100" height="100">
<properties>
<property name="Visibility Flag" propertytype="EventFlag" value="CompleteChapter1"/>
</properties>
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</layer> </layer>
<layer id="5" name="Layer 5 (after Chapter 1)" width="100" height="100"> <layer id="5" name="Layer 5 (after Chapter 1)" class="EventLayer" width="100" height="100">
<properties>
<property name="Visibility Flag" propertytype="EventFlag" value="UnlockPotionCrafting"/>
</properties>
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<property name="NPC Name" value="Greg"/>
<property name="Roaming Range" type="int" value="300"/>
<property name="Spawn Flag" propertytype="EventFlag" value="UnlockBlacksmith"/>
<property name="Spritesheet" value="greg.png"/>
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<property name="Roaming Range" type="int" value="100"/>
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<properties>
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<property name="NPC Name" value="Sherman"/>
<property name="Spritesheet" value="sherman.png"/>
</properties>
<point/>
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</map> </map>

@ -605,7 +605,7 @@
<properties> <properties>
<property name="Map" propertytype="Level" value="BLACKSMITH"/> <property name="Map" propertytype="Level" value="BLACKSMITH"/>
<property name="Type" propertytype="StageType" value="SHOP"/> <property name="Type" propertytype="StageType" value="SHOP"/>
<property name="Unlock Condition" propertytype="Level" value="CAMPAIGN_1_3"/> <property name="Unlock Condition" propertytype="Level" value="STORY_1_2"/>
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</object> </object>
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@ -89,4 +89,25 @@ BGM
TitleScreenLoaded = 30%,0%,0%,0%,50%,30% TitleScreenLoaded = 30%,0%,0%,0%,50%,30%
} }
} }
#Song title followed by filenames for individual parts
foresty_loop1
{
Track Name = Foresty Loop 1
channel[0]=loop2/foresty1_1_loop1_bass.ogg
channel[1]=loop2/foresty1_1_loop1_drums.ogg
channel[2]=loop2/foresty1_1_loop1_piano 1.ogg
channel[3]=loop2/foresty1_1_loop1_piano 2.ogg
channel[4]=loop2/foresty1_1_loop1_staccato.ogg
channel[5]=loop2/foresty1_1_loop1_strings.ogg
# Transition time between one phase to the next.
Fade Time = 2.0
Events
{
Default Volume = 0%,70%,0%,70%,70%,0%
}
}
} }

@ -25,4 +25,9 @@ Environmental Audio
File = birds4.ogg File = birds4.ogg
Volume = 100% Volume = 100%
} }
Campfire
{
File = campfire.ogg
Volume = 100%
}
} }

@ -12,6 +12,11 @@ Events
# Specify file names, followed by volume %. Optional min and max pitch adjustment (Defaults are 90%,110%) # Specify file names, followed by volume %. Optional min and max pitch adjustment (Defaults are 90%,110%)
File[0] = bear_slam.ogg, 70% File[0] = bear_slam.ogg, 70%
} }
Button Click
{
# Specify file names, followed by volume %. Optional min and max pitch adjustment (Defaults are 90%,110%)
File[0] = button_click2.ogg, 40%
}
Consume Potion Consume Potion
{ {
# Specify file names, followed by volume %. Optional min and max pitch adjustment (Defaults are 90%,110%) # Specify file names, followed by volume %. Optional min and max pitch adjustment (Defaults are 90%,110%)

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@ -13,7 +189,10 @@
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@ -37,7 +68,7 @@
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@ -85,7 +241,10 @@
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i imagined it as a self-insert.
For the back story for the 2 Npc
Our Blacksmith doesnt really has a backstory.
Ment to be a bit of an odd goofball who already came around in the continent and even knows the more dangerous spots on the map.
Often visited Merchant Crossing for work.
Visual i imagine the basic blacksmith bearded, with a belly, darker hair.
Sherman Introduces hisself in the story with
Sherman. Professor of the Lestorian Science Corporation.
Even though its a Corporation and not directly ruled by the king, they working closely together with the kingdom and therefore have knowledge about some state secrets. Not sure how far i will get into that part of lore between end of chapter 2 and early chapter 4.
But the king basically knows about there current project and the Stone-Battery they found was already used to power lights and experiments with heating up buildings. Nothing was made known about that project to the public yet though. And its there first contact with an power source.
Visuals Lab coat, glasses, blonde groomed hair, healthy body not extremly nerdy or anything.
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