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AdventuresInLestoria
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Commit Graph
15 Commits (01ec5f539042315dab7ed8a823b0368800ebd644)
Author
SHA1
Message
Date
sigonasr2
98208fb3e0
Refactored monster list to use shared pointers instead of unique pointers. Converted all raw monster pointers that needed to store monster data to use weak pointers instead in case a monster gets despawned while owning object is still alive. Implemented Witch's auto attack, added turn_towards_direction function for homing ability. Fixed player reflections being drawn without additive blending. Added 30s cooldown to Trapper's Explosive trap ability. Release Build 10345.
4 months ago
sigonasr2
2420d02f24
Make player dot damage numbers fall instead of rise as well. Remove unused originalRiseSpd damage number member. Refactor buff repeat action system to instead use internal hard-coded restoration functions. Include the target of buffs inside the buff classes themselves so they know what to interact with. Updated Player and Monster AddBuff functions to represent new buff constructor requirements. Implemented Bear Trap ability. Refactored Monster Hit callback for bullets to send the amount of stacks a monster had before getting hit which is used as getting hurt removed a mark stack. Release Build 10300.
4 months ago
sigonasr2
3830ba8840
Adjust collision radius default based on monster's sheet frame size. Use defined collision radius of a monster instead of 12*SizeMult as that is the actual radius for HurtMonsterType() damage calls (fixes large stone hitting pillars a little too wide in the chapter 2 boss fight). Refactored Bullet check systems to include damage flags: DOT, PLAYER_ABILITY, and NONE. Player abilities flags assigned to all auto attack and abilities that players can launch, in preparation for marked target proccing. Mark Target buff detection added, Mark buff added. Reorganized bullet hierarchy, turning the default bullet into an interface and making the normal Bullet class a base child class all Bullets derive from. Added HurtDamageInfo structure, which is passed onto bullets to modify flags before being applied to the Hurt function when bullets hit targets. Changed all storage containers holding Bullet classes to now hold IBullet classes. Release Build 10248.
4 months ago
sigonasr2
a1e04d38d9
Refactor redundant deactivation variable to now be tied to the fade out time. Make collision checks for bullets with radii of 0 no longer occur. Add mid phase tornado. Release Build 9546.
6 months ago
sigonasr2
e4e1a42fc1
On death, Chapter 2 bonus boss clears the wind and overlay if it was in the middle of that attack. Wind speed gets reset when casting timer ends. Add an extra layer to bullet rendering so there is some consistency with rendering even when bullet Draws are overriden. Fix bug w/opening debug.log file once the AiL class has been initialized. Double the iframe time from getting hit by a tornado to prevent double-hits. Setup wind debris projectiles. Release Build 9515.
6 months ago
sigonasr2
e53f7cb4cd
Add rotation parameter and hit iframe time to bullets. Iframe timers now compares current iframes to the new duration and keeps only the larger amount. Fix bug allowing monsters with jump attacks to still cause knockback and iframes even when the hit does not land. Fly Across attack implemented for second bonus boss. Release Build 9447.
6 months ago
sigonasr2
ad04f89526
Change Bullet collision function name to make more sense. Implement collision radius property with a default value when unspecified, and allow setting to custom values individually from the size of the monster. Release Build 9272.
7 months ago
sigonasr2
f9ffd026a9
Switch to storing unique pointers for the monsters list instead of objects. Added a source monster for frog tongues to remain attached to so they follow the monster that they originated from. Release Build 8734.
8 months ago
sigonasr2
305131d7db
Redo rendering pipeline so all tile groups are now interweaved with game objects such that objects in front of foreground tiles are now properly displayed after stuff in the background. Release Build 7635.
9 months ago
Nic0Nic0Nii
1f244777c9
Add in ability to redefine keybinds. Keybinds currently do not translate to actual key controls (?) Replaced all 2023 copyright references with 2024, fix copyright symbols.
...
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
10 months ago
sigonasr2
b8da4fbbbe
Fixed missing operator= for the InputEngageGroup class. Add scaling damage number size based on relative damage multiplier. Release build 6264.
10 months ago
sigonasr2
e8d2ec9e9d
Frog behavior implemented.
11 months ago
sigonasr2
b97afb24bd
Frog tongue should only hit each entity one time.
11 months ago
sigonasr2
87cdff2218
Tongue hitbox should be determined by current length of tongue, not final length.
11 months ago
sigonasr2
1655fe7b51
Frog animations setup. Frog tongue bullet setup.
11 months ago
sigonasr2
296ea1f2e6
Updated all references of Crawler project to now reference Adventures in Lestoria. Fixed a loading bug with the current connection point buttons and information not updating upon loading into the overworld map. Fix component count initialization bug (On Linux and Emscripten builds the component count would start uninitialized and would result in poor depth ordering sometimes.
11 months ago
sigonasr2
8c986f17db
Remove 2018 references for copyrighted files of my origin.
11 months ago
sigonasr2
fa7dfb601f
Add game title images, replace all 2023 copyright notices with 2024 copyright notices.
11 months ago
sigonasr2
2af830d400
FreeType license (required for PGEX_TTF) included in all license notices. Setup project with freetype libraries and includes. Added gamepad PGEX for future gamepad support.
1 year ago
sigonasr2
3ff558d44e
Added pragma regions to all license comment fields in files and collapsed them.
1 year ago
sigonasr2
2bf45dacef
It's 2023 btw
1 year ago
sigonasr2
dd531d1fd7
Apply OLC-3 License to all source files.
1 year ago
sigonasr2
1bf30f4392
Added ability to select a loadout item from the inventory menu screen.
1 year ago
sigonasr2
465fb0b6c2
All animation references now auto-generate from gfx.txt. All animation references in code have been updated. Safemaps now have the ability to reset their contents (currently used for GFX map unloading) since Renderables must be deleted before the engine uninitializes. Slime King jump now has knockback.
1 year ago
sigonasr2
13eff22485
Super big refactor of the animation storage and monster storage system using configuration files.
1 year ago
sigonasr2
694cb310f2
Implement Wizard Ability 1 (Firebolt) configuration parameters.
1 year ago
Nic0Nic0Nii
bd407aca83
Implement a few more properties
...
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
1 year ago
sigonasr2
9ebe5a21a0
Implemented Ranger auto attack plus animations.
1 year ago
sigonasr2, Sig, Sigo
c75a01a1ad
Finish entire class refactor. Class swapping needs to be reimplemented. Fixed shadow color from white to black
...
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
1 year ago
sigonasr2
0dfb58a777
Add in inherited class structure for effects, so effects can have customized behaviors.
1 year ago
sigonasr2
6b81cd6e84
Layering rendering now proper.
1 year ago
sigonasr2
3939ee5693
Fire Bolt implemented.
1 year ago
sigonasr2
ba6bc74f1f
Add energy bolt splash effect and fade out.
1 year ago
sigonasr2
1a441914ca
Bullets now have derived types.
1 year ago