sigonasr2
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57f482016f
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Added error handling for when creatures are specified in spawn zones but do not have a corresponding image. Gracefully handle random extra zones that are accidentally added with no type specified. Add in foresty boss/overworld sample themes. Add in placeholder frog info. Refactor MapName to just use strings instead of an enum since we don't want manual upkeep.
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1 year ago |
sigonasr2
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c7ea530484
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Update Overworld Map with new stage plates. Updated stages with spawn zones and end zones. Cleaned up sound effects with extra noise. Updated some sound effects with more appropriate ones. Added sound effects for many events.
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1 year ago |
sigonasr2
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0643393b9c
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Added Sound effect configuration and implementation.
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1 year ago |
sigonasr2
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725a858fab
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Implemented environmental audio loading in maps. Added stb_vorbis header/cpp file for ogg format support. Converted track parts and sound effect to be ogg instead.
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1 year ago |
sigonasr2
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a2bcee0591
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Moved loading to the fadeout between overworld map and game run state. Added _DEBUG preprocessor checks to prevent debug code from appearing in optimized builds.
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1 year ago |
sigonasr2
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15ea25fe71
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Mitigate audio stuttering during emscripten audio file loads. Fix bug with remote loading not working when zero files are present.
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1 year ago |
sigonasr2
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c352bf61df
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Fix language of executable being Germany. Corrected internal process name for windows executable. Properly update discord status state on Main Menu.
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1 year ago |
sigonasr2
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c4edc3f178
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Fix language of executable being Germany. Corrected internal process name for windows executable. Properly update discord status state on Main Menu.
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1 year ago |
sigonasr2
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8afa9889af
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Implement all audio events and loading/unloading functionality for multi-channel BGM support.
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1 year ago |
sigonasr2
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91d6beeeab
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Implement all audio events and loading/unloading functionality for multi-channel BGM support.
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1 year ago |
sigonasr2
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72c8796dcb
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Add BGM channel framework and setup audio event system.
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1 year ago |
sigonasr2
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9d3be5395c
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Fixed vector expansion memory ref bug when loading configuration files. Add in Audio Engine class skeleton.
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1 year ago |
sigonasr2
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1e3a2ecabb
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Title Screen transitions and logo implemented. Added Save File Name label to save file window. Release build 5310.
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1 year ago |
sigonasr2
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296ea1f2e6
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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.
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1 year ago |
sigonasr2
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7bfa728ccb
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Emscripten powershell build script updated to properly terminate on errors. Add in proper throws when an invalid response is given from the server. Add in function response callbacks to all server request functions.
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1 year ago |
sigonasr2
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497db80b9b
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Add in emscripten-specific branching menus and special load/save routines for online saving.
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1 year ago |
sigonasr2
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2a900fa06e
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Create server request backbone and functions for talking to save file server.
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1 year ago |
sigonasr2
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3e5e78a606
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Added load file information on load screen. metadata file no longer counts towards file count. Added loadout data to the save file.
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1 year ago |
sigonasr2
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8c986f17db
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Remove 2018 references for copyrighted files of my origin.
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1 year ago |
sigonasr2
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fa7dfb601f
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Add game title images, replace all 2023 copyright notices with 2024 copyright notices.
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1 year ago |
sigonasr2
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cf6185bb50
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Game saves when exiting to the main menu or quitting the game in general. Rings are now properly in the Accessories tab instead of the equipment tab. Fixed using == comparison instead of bitwise AND comparisons for accessory detection.
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1 year ago |
sigonasr2
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ad1e2260cf
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Saving and loading saves items in proper sorted order. Fixed bug with get inventory slot function. Connection point data is now static.
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1 year ago |
sigonasr2
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0d6ab94fda
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Implement load game functions.
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1 year ago |
sigonasr2
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dd2146ebda
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Implement main menu with text entry label. Update text entry mode in PGE, removed the ability to jump between saved commands and enter no longer clears or disables text entry by default.
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1 year ago |
sigonasr2
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fccf24c0c9
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Fixed bug regarding having multiple sellable equips in your inventory and being able to sell multiple extra copies of them. Also fixed inventory not updating upon selling an item.
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1 year ago |
sigonasr2
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0e5d871c68
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Implemented Mersenne Twister RNG.
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1 year ago |
sigonasr2
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73b72a8838
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Randomize stats implemented with a correct integer distribution (equal probability for all numbers).
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1 year ago |
sigonasr2
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c528d89b85
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Make gear appear unstackable in inventories while other items remain stackable. Each individual piece of gear can now have its own stats.
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1 year ago |
sigonasr2
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9fef977a3a
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Add in consumable crafting. Allow specifying a quantity for item crafts. Add Flower Petals to Flower Turret drop table.
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1 year ago |
sigonasr2
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c876f8a6ea
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Fixed detection of craftable items that aren't enhanceable (failed out of bounds checks). Hide information about craftable items that have yet to be unlocked.
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1 year ago |
sigonasr2
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8f41870b46
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Implement Crafting requirements display on equipment crafting window. Add in crafting requirement sample data for non-equipment items.
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1 year ago |
sigonasr2
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20f30b0f30
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Add and setup Blacksmith Crafting Window
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1 year ago |
sigonasr2
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38bedb653d
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Added item enhancement check functions, added priming requirements, and updated item enhancement function.
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1 year ago |
sigonasr2
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c7e3115b89
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Implemented Mana and Atk Spd stats
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1 year ago |
sigonasr2
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3e3e96110c
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Added Equipment/Equipment Icons. Remove unused Graphics2D PGEX from project. Crit Dmg now displays as the extra amount added (50%) rather than the final multiplier (150%)
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1 year ago |
sigonasr2
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6412f34dce
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Implemented Merchant Selling Screen
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1 year ago |
sigonasr2
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25dd39b60a
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Setup Sell Layout for merchant screen.
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1 year ago |
sigonasr2
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4ac15dd1cc
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XP and level up systems implemented.
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1 year ago |
sigonasr2
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2a72238e40
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Implemented all item stats.
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1 year ago |
sigonasr2
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126753053f
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Added caching for shadow text for all PGE default drawing functions and viewport drawing functions.
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1 year ago |
sigonasr2
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52d36eab3b
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Properly reset the player's health and mana between stages.
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1 year ago |
sigonasr2
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668a5ca1b1
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Item Attribute systems reworked from being an enum class to being a class. Added support for the Buff Item Script to modify items. Implemented Damage Reduction proposal.
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1 year ago |
sigonasr2
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51cbf81204
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Fix applied buffs bug, older calls to create buffs/debuffs resulted in the wrong value getting set, leading to the intensity of buffs being completely wrong. Increased fade range.
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1 year ago |
sigonasr2
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7852aa7209
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Foreground and upper foreground tile fade group algorithm now properly splits up tiles based on relative matching tiles so individual objects by themselves fade out instead of entire groups.
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1 year ago |
sigonasr2
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e89d18d84f
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Added TODO file
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1 year ago |
sigonasr2
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852bbbc5a0
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Added the ability for items to be activated upon cast instead of on completion of cast. These item effects also get interrupted by any movement.
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1 year ago |
sigonasr2
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70423be9d4
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Item reference system deprecated in favor of smart pointer system. Converted all items to use pointers instead, removed all reference wrappers for item system. Fixed buggy last item sorting when removing items from InventoryScrollableWindowComponents. Implemented proper inventory removal checks when items are completely removed from an inventory. Sorted inventories now copy the pointer as a shared pointer from the main inventory code instead of needlessly creating extra copies of the same item.
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1 year ago |
sigonasr2
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4c290e81aa
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Fixed clashing key names for text with the same information but differing widths. Corrected all GUI mispositioned text or incorrect wrapping on equip screens.
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1 year ago |
sigonasr2
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c795e7f891
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Text rendering properly deals with newline characters. Updated components that were not properly rendering.
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1 year ago |
sigonasr2
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5d1e0b5a7a
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Completed image caching technique for rendering text using the normal engine draw functions.
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1 year ago |