Fix language of executable being Germany. Corrected internal process name for windows executable. Properly update discord status state on Main Menu.

pull/29/head
sigonasr2 11 months ago
parent e132eeab4e
commit c352bf61df
  1. 14
      Adventures in Lestoria/Adventures in Lestoria.rc
  2. 1
      Adventures in Lestoria/Adventures in Lestoria.vcxproj
  3. 11
      Adventures in Lestoria/Adventures in Lestoria.vcxproj.filters
  4. 4
      Adventures in Lestoria/AdventuresInLestoria.cpp
  5. 5
      Adventures in Lestoria/Audio.cpp
  6. 1
      Adventures in Lestoria/Audio.h
  7. 3
      Adventures in Lestoria/State_MainMenu.cpp
  8. 63
      Adventures in Lestoria/State_OverworldMap.cpp
  9. 2
      Adventures in Lestoria/State_OverworldMap.h
  10. 3
      Adventures in Lestoria/TODO.txt
  11. 1
      Adventures in Lestoria/TitleScreen.cpp
  12. 2
      Adventures in Lestoria/Version.h
  13. 2
      Adventures in Lestoria/assets/config/bgm/bgm.txt
  14. 47
      enc_temp_folder/7bc3a296f298485445fd98097212ba0/TODO.txt

@ -28,21 +28,21 @@ VS_VERSION_INFO VERSIONINFO
BEGIN
BLOCK "StringFileInfo"
BEGIN
BLOCK "040704b0"
BLOCK "040904b0"
BEGIN
VALUE "CompanyName", "Sig"
VALUE "FileDescription", "Crawler Game"
VALUE "CompanyName", "Sig Productions"
VALUE "FileDescription", "Adventures in Lestoria"
VALUE "FileVersion", "0.2.1.5299"
VALUE "InternalName", "Crawler.exe"
VALUE "LegalCopyright", "Copyright 2023"
VALUE "OriginalFilename", "Crawler.exe"
VALUE "ProductName", "Crawler"
VALUE "LegalCopyright", "Copyright © 2023-2024"
VALUE "OriginalFilename", "Adventures in Lestoria.exe"
VALUE "ProductName", "Adventures in Lestoria"
VALUE "ProductVersion", "0.2.1.5299"
END
END
BLOCK "VarFileInfo"
BEGIN
VALUE "Translation", 0x407, 1200
VALUE "Translation", 0x409, 1200
END
END

@ -683,6 +683,7 @@
<Text Include="TODO.txt" />
</ItemGroup>
<ItemGroup>
<Image Include="assets\AiL_512.png" />
<Image Include="assets\heart.ico" />
<Image Include="assets\menus\Character_Info.png" />
</ItemGroup>

@ -408,6 +408,9 @@
<ClInclude Include="TitleScreen.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Audio.h">
<Filter>Header Files</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<ClCompile Include="Player.cpp">
@ -686,6 +689,9 @@
<ClCompile Include="TitleScreen.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="Audio.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<None Include="cpp.hint" />
@ -799,6 +805,8 @@
</Text>
<Text Include="Adventures in Lestoria_Story_Chapter_1 (2).txt" />
<Text Include="Adventures in Lestoria_System_Overview.txt" />
<Text Include="assets\config\bgm\bgm.txt" />
<Text Include="assets\config\bgm\events.txt" />
</ItemGroup>
<ItemGroup>
<Image Include="assets\heart.ico">
@ -807,6 +815,9 @@
<Image Include="assets\menus\Character_Info.png">
<Filter>Documentation\Menus</Filter>
</Image>
<Image Include="assets\AiL_512.png">
<Filter>Resource Files</Filter>
</Image>
</ItemGroup>
<ItemGroup>
<ResourceCompile Include="Adventures in Lestoria.rc">

@ -2517,16 +2517,16 @@ void AiL::UpdateDiscordStatus(std::string levelName,std::string className){
if(Discord){
::discord::Activity newActivity{};
newActivity.SetDetails(levelName.c_str());
newActivity.SetState(std::format("Level {} {}",player->Level(),className).c_str());
discord::ActivityTimestamps&timestamps=newActivity.GetTimestamps();
timestamps.SetStart(gameStarted);
newActivity.SetType(discord::ActivityType::Playing);
discord::ActivityAssets&assets=newActivity.GetAssets();
assets.SetLargeImage("ail_512");
assets.SetLargeText(game->sAppName.c_str());
assets.SetSmallText(std::format("Level {} {}",player->Level(),className).c_str());
if(levelName!="Main Menu"){
newActivity.SetState(std::format("Level {} {}",player->Level(),className).c_str());
assets.SetSmallText(std::format("Level {} {}",player->Level(),className).c_str());
std::for_each(className.begin(),className.end(),[](char&c){c=std::tolower(c);});
assets.SetSmallImage(("nico-"+className+"_512").c_str());
}

@ -45,6 +45,7 @@ INCLUDE_DATA
float Audio::defaultFadeTime;
void Audio::Initialize(){
Engine().SetBackgroundPlay(true);
Self().events.insert("Default Volume");
for(auto&[key,data]:DATA["Events"]){
Self().events.insert(key);
@ -228,4 +229,8 @@ void Audio::SetAudioEvent(const Event&eventName){
std::string operator""_SFX(const char*key,size_t length){
return "sfx_directory"_S+std::string(key,length);
}
const SongName&Audio::GetTrackName(){
return Self().currentBGM;
}

@ -58,6 +58,7 @@ public:
static void PlayBGM(const std::string_view sound,const bool loop=true);
static void StopBGM();
static const Event&GetAudioEvent();
static const SongName&GetTrackName();
static void SetAudioEvent(const Event&eventName);
static const bool BGMIsPlaying();
private:

@ -41,8 +41,11 @@ All rights reserved.
#include "TitleScreen.h"
#include "Key.h"
INCLUDE_game
void State_MainMenu::OnStateChange(GameState*prevState){
TitleScreen::Reset();
game->UpdateDiscordStatus("Main Menu","");
};
void State_MainMenu::OnUserUpdate(AiL*game){
TitleScreen::Update();

@ -106,27 +106,38 @@ void State_OverworldMap::OnUserUpdate(AiL*game){
Menu::OpenMenu(CRAFT_CONSUMABLE);
}
if(game->GetKey(K1).bPressed){
Audio::Play("sfx100v2_loop_water_01.mp3"_SFX);
}
if(game->GetKey(F1).bPressed){
Audio::PlayBGM("foresty1_1");
}else
if(game->GetKey(F2).bPressed){
Audio::PlayBGM("foresty0");
}
if(game->GetKey(K2).bPressed){
Audio::SetAudioEvent("Default Volume");
}
if(game->GetKey(K3).bPressed){
Audio::SetAudioEvent("LowHealth");
}
if(game->GetKey(K4).bPressed){
Audio::SetAudioEvent("InCombat");
}
if(game->GetKey(K5).bPressed){
Audio::SetAudioEvent("Underwater");
}
#pragma region Audio Test
if(game->GetKey(K1).bPressed){
Audio::Play("sfx100v2_loop_water_01.mp3"_SFX);
}
if(game->GetKey(F1).bPressed){
Audio::PlayBGM("foresty1_1");
lastAudioTime=0.f;
}else
if(game->GetKey(F2).bPressed){
Audio::PlayBGM("foresty0");
lastAudioTime=0.f;
}
if(game->GetKey(K2).bPressed){
Audio::SetAudioEvent("Default Volume");
lastEventTime=0.f;
}
if(game->GetKey(K3).bPressed){
Audio::SetAudioEvent("LowHealth");
lastEventTime=0.f;
}
if(game->GetKey(K4).bPressed){
Audio::SetAudioEvent("InCombat");
lastEventTime=0.f;
}
if(game->GetKey(K5).bPressed){
Audio::SetAudioEvent("Underwater");
lastEventTime=0.f;
}
lastEventTime=std::clamp(lastEventTime+game->GetElapsedTime(),0.f,5.0f);
lastAudioTime=std::clamp(lastAudioTime+game->GetElapsedTime(),0.f,5.0f);
#pragma endregion
#pragma region Handle Connection Point Clicking and Movement
for(ConnectionPoint&cp:connections){
@ -169,6 +180,16 @@ void State_OverworldMap::Draw(AiL*game){
break;
}
}
#pragma region Audio Test
std::stringstream eventText;
eventText<<"Event Set to: ";
eventText<<std::quoted(Audio::GetAudioEvent());
std::stringstream audioText;
audioText<<"Audio Track Set to: ";
audioText<<std::quoted(Audio::GetTrackName());
if(lastEventTime!=5.0f)game->DrawShadowStringPropDecal({2,game->ScreenHeight()-36.f},eventText.str(),{255,255,255,uint8_t(util::lerp(255,0,lastEventTime/5.0f))},{0,0,0,uint8_t(util::lerp(255,0,lastEventTime/5.0f))});
if(lastAudioTime!=5.0f)game->DrawShadowStringPropDecal({2,game->ScreenHeight()-20.f},audioText.str(),{255,255,255,uint8_t(util::lerp(255,0,lastAudioTime/5.0f))},{0,0,0,uint8_t(util::lerp(255,0,lastAudioTime/5.0f))});
#pragma endregion
};
void State_OverworldMap::SetStageMarker(std::string connectionName){
for(ConnectionPoint&connection:connections){

@ -46,6 +46,8 @@ class State_OverworldMap:public GameState{
float currentTime=0;
vf2d playerTargetPos;
const float playerMoveSpd=48.0;
float lastEventTime=0.f;
float lastAudioTime=0.f;
public:
State_OverworldMap();
static std::vector<ConnectionPoint>connections;

@ -14,11 +14,12 @@ Audio Engine
Settings Menu
- Any settings should be saved to the save file!
- Volume Controls
- Play Sound in Background
- Key Configuration
-Upon pressing a key, check if the key is bound to another option, if so,
remove that bind from the list. Up to two keys may be binded per action.
-We have to save keybinds to the save file.
-Smooth Movement
-Smooth Movement
January 31st
============

@ -66,6 +66,7 @@ void TitleScreen::Initialize(){
Reset();
}
void TitleScreen::Reset(){
state=BUILDING;
for(Particle&p:particles){
switch(util::random()%4){
case 0:{ //Top Edge

@ -39,7 +39,7 @@ All rights reserved.
#define VERSION_MAJOR 0
#define VERSION_MINOR 2
#define VERSION_PATCH 1
#define VERSION_BUILD 5379
#define VERSION_BUILD 5389
#define stringify(a) stringify_(a)
#define stringify_(a) #a

@ -24,7 +24,7 @@ BGM
Events
{
LowHealth = 50%,60%,20%,20%
LowHealth = 50%,100%,20%,20%
InCombat = 90%,100%,0%,0%
Underwater = 0%,0%,100%,100%
}

@ -0,0 +1,47 @@
January 1st
===========
The Hub / NPC Interactions
Save/Load Game
EMSCRIPTEN Version: ???
NEW GAME -> Ask for a User ID -> Ask for a Save File Name -> Saves the Game -> Starts the Game
LOAD GAME -> Ask for a User ID -> Shows Available Files -> Click to Load -> Start Game
Audio Engine
- Audio Ambience Zones
- Menu Sound Effects
- Attack / Enemy Sound Effects
- Music Loading/Looping
Settings Menu
- Any settings should be saved to the save file!
- Volume Controls
- Play Sound in Background
- Key Configuration
-Upon pressing a key, check if the key is bound to another option, if so,
remove that bind from the list. Up to two keys may be binded per action.
-We have to save keybinds to the save file.
-Smooth Movement
January 31st
============
Implement the rest of the enemy types:
- Baby Wolf
- Wolf
- Wolf Leader
- Baby Bear
- Brown Bear
- Green Frog
- Red Frog
- Orange Frog
- Blue Frog
Implement Ursule, Mother of Bears Boss
Story proofreading/correcting/storyboarding
- Add a command to play sound effects/music.
- Fix Keyboard/Controller Menu Navigation (Need clearly defined rules)
- Game Controller Support
- Should use the Keybind structure that already exists.
- Loading Screen
- Title Screen setpieces
- Export/Import Save Files Online/Offline
- Consider controls for fine-tuning music and how they sound during events.
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