Updated all BGM tracks with newest versions. Release Build 11330.

pull/65/head
sigonasr2 3 months ago
parent 4f18cd41fb
commit bcaed9aed5
  1. 3
      Adventures in Lestoria/Adventures in Lestoria.tiled-project
  2. 2
      Adventures in Lestoria/TrailEffect.h
  3. 2
      Adventures in Lestoria/Version.h
  4. 2
      Adventures in Lestoria/assets/Campaigns/Boss_2.tmx
  5. 2
      Adventures in Lestoria/assets/Campaigns/Boss_2_B.tmx
  6. 33
      Adventures in Lestoria/assets/config/audio/bgm.txt
  7. BIN
      Adventures in Lestoria/assets/gamepack.pak
  8. BIN
      Adventures in Lestoria/assets/music/AiL_mountain2.ogg
  9. BIN
      Adventures in Lestoria/assets/music/AiL_mountain2_2.ogg
  10. BIN
      Adventures in Lestoria/assets/music/AiL_mountain_boss.ogg
  11. BIN
      Adventures in Lestoria/assets/music/foresty_boss.ogg
  12. BIN
      Adventures in Lestoria/assets/music/foresty_full1.ogg
  13. BIN
      x64/Release/Adventures in Lestoria.exe

@ -53,7 +53,8 @@
"overworld", "overworld",
"foresty_boss", "foresty_boss",
"base_camp", "base_camp",
"mountain" "mountain",
"mountain_boss"
], ],
"valuesAsFlags": false "valuesAsFlags": false
}, },

@ -60,7 +60,7 @@ struct TrailEffect:Effect{
for(std::shared_ptr<Monster>&monster:MONSTER_LIST){ for(std::shared_ptr<Monster>&monster:MONSTER_LIST){
vf2d closestPointToFlameTrail{geom2d::closest(geom2d::line<float>{pos,endPos},monster->GetPos())}; vf2d closestPointToFlameTrail{geom2d::closest(geom2d::line<float>{pos,endPos},monster->GetPos())};
float distToTrail{util::distance(monster->GetPos(),closestPointToFlameTrail)}; float distToTrail{util::distance(monster->GetPos(),closestPointToFlameTrail)};
if(!monster->InUndamageableState(OnUpperLevel(),GetZ())&&distToTrail<=12*size.y){ if(!monster->InUndamageableState(OnUpperLevel(),GetZ())&&distToTrail<=24*size.y){
monster->Hurt(damage,OnUpperLevel(),GetZ(),HurtFlag::DOT); monster->Hurt(damage,OnUpperLevel(),GetZ(),HurtFlag::DOT);
SoundEffect::PlaySFX("Burn",monster->GetPos()); SoundEffect::PlaySFX("Burn",monster->GetPos());
} }

@ -39,7 +39,7 @@ All rights reserved.
#define VERSION_MAJOR 1 #define VERSION_MAJOR 1
#define VERSION_MINOR 2 #define VERSION_MINOR 2
#define VERSION_PATCH 5 #define VERSION_PATCH 5
#define VERSION_BUILD 11328 #define VERSION_BUILD 11330
#define stringify(a) stringify_(a) #define stringify(a) stringify_(a)
#define stringify_(a) #a #define stringify_(a) #a

@ -2,7 +2,7 @@
<map version="1.10" tiledversion="1.10.2" class="Map" orientation="orthogonal" renderorder="right-down" width="48" height="40" tilewidth="24" tileheight="24" infinite="0" nextlayerid="6" nextobjectid="6"> <map version="1.10" tiledversion="1.10.2" class="Map" orientation="orthogonal" renderorder="right-down" width="48" height="40" tilewidth="24" tileheight="24" infinite="0" nextlayerid="6" nextobjectid="6">
<properties> <properties>
<property name="Backdrop" propertytype="Backdrop" value="mountain_night"/> <property name="Backdrop" propertytype="Backdrop" value="mountain_night"/>
<property name="Background Music" propertytype="BGM" value="foresty_boss"/> <property name="Background Music" propertytype="BGM" value="mountain_boss"/>
<property name="Create Optimization Map (Override)" type="bool" value="true"/> <property name="Create Optimization Map (Override)" type="bool" value="true"/>
<property name="Level Type" type="int" propertytype="LevelType" value="1"/> <property name="Level Type" type="int" propertytype="LevelType" value="1"/>
<property name="Optimize" type="bool" value="false"/> <property name="Optimize" type="bool" value="false"/>

@ -2,7 +2,7 @@
<map version="1.10" tiledversion="1.10.2" class="Map" orientation="orthogonal" renderorder="right-down" width="160" height="144" tilewidth="24" tileheight="24" infinite="0" nextlayerid="9" nextobjectid="26"> <map version="1.10" tiledversion="1.10.2" class="Map" orientation="orthogonal" renderorder="right-down" width="160" height="144" tilewidth="24" tileheight="24" infinite="0" nextlayerid="9" nextobjectid="26">
<properties> <properties>
<property name="Backdrop" propertytype="Backdrop" value="mountain_night"/> <property name="Backdrop" propertytype="Backdrop" value="mountain_night"/>
<property name="Background Music" propertytype="BGM" value="foresty_boss"/> <property name="Background Music" propertytype="BGM" value="mountain_boss"/>
<property name="Level Type" type="int" propertytype="LevelType" value="1"/> <property name="Level Type" type="int" propertytype="LevelType" value="1"/>
</properties> </properties>
<tileset firstgid="1" source="../maps/Tilesheet_No_Shadow24x24.tsx"/> <tileset firstgid="1" source="../maps/Tilesheet_No_Shadow24x24.tsx"/>

@ -7,7 +7,7 @@ BGM
{ {
Track Name = Foresty Track Name = Foresty
channel[0]=foresty1_1.ogg channel[0]=foresty_full1.ogg
# Transition time between one phase to the next. # Transition time between one phase to the next.
Fade Time = 2.0 Fade Time = 2.0
@ -62,11 +62,8 @@ BGM
Track Name = Foresty Loop 2 Track Name = Foresty Loop 2
channel[0]=loop2/foresty1_1_loop2_bass.ogg channel[0]=loop2/foresty1_1_loop2_bass.ogg
channel[1]=loop2/foresty1_1_loop2_drums.ogg channel[1]=loop2/foresty1_1_loop2_staccato.ogg
channel[2]=loop2/foresty1_1_loop2_piano 1.ogg channel[2]=loop2/foresty1_1_loop2_strings.ogg
channel[3]=loop2/foresty1_1_loop2_piano 2.ogg
channel[4]=loop2/foresty1_1_loop2_staccato.ogg
channel[5]=loop2/foresty1_1_loop2_strings.ogg
# Transition time between one phase to the next. # Transition time between one phase to the next.
Fade Time = 2.0 Fade Time = 2.0
@ -75,8 +72,8 @@ BGM
Events Events
{ {
Default Volume = 0%,0%,0%,0%,50%,0% Default Volume = 0%,50%,0%
TitleScreenLoaded = 30%,0%,0%,0%,50%,30% TitleScreenLoaded = 30%,50%,30%
} }
} }
@ -135,7 +132,25 @@ BGM
{ {
Track Name = Foresty Track Name = Foresty
channel[0]=AiL_mountain2.ogg channel[0]=AiL_mountain2_2.ogg
# Transition time between one phase to the next.
Fade Time = 2.0
Loop Repeat Start Point = 0.0s
Events
{
Default Volume = 70%
}
}
#Song title followed by filenames for individual parts
mountain_boss
{
Track Name = Mountain Boss
channel[0]=AiL_mountain_boss.ogg
# Transition time between one phase to the next. # Transition time between one phase to the next.
Fade Time = 2.0 Fade Time = 2.0

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