Fix some story script and update TODO. Remove extra old testing code.

pull/35/head
sigonasr2, Sig, Sigo 9 months ago
parent 592db62c9a
commit b3a632a375
  1. 38
      Adventures in Lestoria/State_GameRun.cpp
  2. 2
      Adventures in Lestoria/State_GameRun.h
  3. 31
      Adventures in Lestoria/TODO.txt
  4. 2
      Adventures in Lestoria/assets/config/story/Chapter 1.txt

@ -57,23 +57,6 @@ void State_GameRun::OnStateChange(GameState*prevState){
game->GetPlayer()->SetState(State::NORMAL);
port=ViewPort::rectViewPort({0,0},{240,240},{24,24});
#pragma region Test Text Decal Creation
if(r.Decal()==nullptr){
r.Create(240,240);
game->SetDrawTarget(r.Sprite());
game->Clear(BLANK);
game->DrawString({8,24*0},"#FF0000This is a #BFA6F9test of hex",WHITE,1,72);
game->DrawString({8,24*1},"#00FF00This is a #E9A6F9test of hex",WHITE,1,72);
game->DrawString({8,24*2},"#0000FFThis is a #F9E8A6test of hex",WHITE,1,72);
game->DrawShadowString({8,24*3},"#FFFFFFThis is a #000066test of hex",WHITE,BLACK,{1,1},72);
game->DrawShadowString({8,24*4},"#FF0000This is a #BFA6F9test of hex",WHITE,BLACK,{1,1},72);
game->DrawShadowStringProp({8,24*5},"#00FF00This is a #E9A6F9test of hex",WHITE,BLACK,{1,1},72);
game->DrawShadowStringProp({8,24*6},"#0000FFThis is a #F9E8A6test of hex",WHITE,BLACK,{1,1},72);
game->SetDrawTarget(nullptr);
r.Decal()->Update();
}
#pragma endregion
game->LoadLevel(State_OverworldMap::GetCurrentConnectionPoint().map);
}
void State_GameRun::OnLevelLoad(){
@ -109,25 +92,4 @@ void State_GameRun::OnUserUpdate(AiL*game){
}
void State_GameRun::Draw(AiL*game){
game->RenderHud();
//FontTest(); //Enable to test font coloring.
//FontSpriteTest(); //Enable to test font coloring.
}
void State_GameRun::FontTest(){
port.DrawStringDecal({8,24*0},"#FF0000This is a #BFA6F9test of hex",WHITE,{1,1},72);
port.DrawStringDecal({8,24*1},"#00FF00This is a #E9A6F9test of hex",WHITE,{1,1},72);
port.DrawStringDecal({8,24*2},"#0000FFThis is a #F9E8A6test of hex",WHITE,{1,1},72);
port.DrawShadowStringDecal({8,24*3},"#FFFFFFThis is a #000066test of hex",WHITE,BLACK,{1,1},72);
port.DrawShadowStringDecal({8,24*4},"#FF0000This is a #BFA6F9test of hex",WHITE,BLACK,{1,1},72);
port.DrawShadowStringPropDecal({8,24*5},"#00FF00This is a #E9A6F9test of hex",WHITE,BLACK,{1,1},72);
port.DrawShadowStringPropDecal({8,24*6},"#0000FFThis is a #F9E8A6test of hex",WHITE,BLACK,{1,1},72);
port.DrawShadowStringDecal(VisualNovel::font,{8,24*7},U"#FFFFFFThis is a #000066test of hex",WHITE,BLACK,{1,1});
port.DrawShadowStringDecal(VisualNovel::font,{8,24*8},U"#FF0000This is a #BFA6F9test of hex",WHITE,BLACK,{1,1});
port.DrawShadowStringDecal(VisualNovel::font,{8,24*9},U"#00FF00This is a #E9A6F9test of hex",WHITE,BLACK,{1,1});
port.DrawShadowStringDecal(VisualNovel::font,{8,24*10},U"#0000FFThis is a #F9E8A6test of hex",WHITE,BLACK,{1,1});
port.drawEdges();
}
void State_GameRun::FontSpriteTest(){
game->DrawDecal({24,24},r.Decal());
}

@ -47,6 +47,4 @@ protected:
virtual void OnUserUpdate(AiL*game)override;
virtual void Draw(AiL*game)override;
virtual void OnLevelLoad()override;
void FontTest();
void FontSpriteTest();
};

@ -2,38 +2,29 @@ February 28th -> Begin Internal Game Playtesting
March 6th -> Discord/Friend Playtesting
March 30th -> Public Demo Release
Test_1_results
Major Problems:
Medium Problems:
if a item is selected in loadout and you sell the item completly it stays into loadout and can actually be used. Edit: Nothing will happen after using it. Just in the interface it will be shown as used.
3rd Kill of Ursule already was doable by completly skipping last phase. damage ramp up to huge at the moment. (imo Main Problem is weapon damage and accessories attack values)
Minor Problems:
Warrior animation swings sword in wrong direction if hitting while running away from enemies
swamp tiles are visible on the world map near the forest
music stuttering while entering load screen
consumable needs to be reselected to be filled up completly during loadout
1_7 green slime spawn = one of the slimes is stuck in an object on spawn
end of worldmap is visible. needs to be extended a little bit
are those even Problems?:
Story 1 unlock on a new character
distance on 1_1 between first and second Enemy spawn feels to empty
you can drag npcs around the camp. Actually fun. not sure if fix is needed.
battle shout slow range and effectivity needs a buff
Materials for initial craft seems to be wrong? need to recheck
do we need a minimap? (maybe with fog of war?) Maybe polling that once testing with more people.
should gemstones dropp from boss stages aswell? (Maybe lower droprate?)
chasing blue slime as warrior aint no fun, nerf there move spd (-5% maybe?)
feature to lock accesoires to protect them from selling would be nice
Animations when using DPad lock up
Reset tutorials when loading a new character
When opening craft/buy/sell menu, default to the appropriate button.
Pressing back on the Select button of the equip menu causes you to exit the menu.
Funny text colors with text color override on blacksmith menu
Toggle for displaying error messages
Bridge drop shadow (1-1)
Collision tiles added for water areas.
Typo in Greg's Dialog (Story II)
Make 'Leave Area' in pause menu work for camp
Level Up shows Health + and Atk + Indicators
Ranger Backdash range buff?
Ranger Hairstyle (Hair Down)

@ -245,7 +245,7 @@ I dont have any proof that those really exist but since I heard about them I jus
It's said that they look on first glance like normal Cedar Trees, but their wood is hard as Steel.
Legends say that a sword crafted from this wood is sharper then any normal sword made with steel, and and way lighter. Perfect for fighters like you!
Legends say that a sword crafted from this wood is sharper than any normal sword made with steel, and way lighter. Perfect for fighters like you!
[You]

Loading…
Cancel
Save