sigonasr2
5918846fbd
Refactor manual typing of HP Ratios with an HP Ratio function for the monster and player classes. Release Build 9524.
6 months ago
sigonasr2
ad14544418
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
45be6e80e6
Implement Stone Elemental Burrowing attack, fixed Stone Elemental pathfinding towards target location, slightly increased visual indicator for stone pillar cast circle. Fixed sorted rendering for objects that appear before elements with collision. Refactored iteration loops for drawing so they don't cause multiple unnecessary draw iterations. Do not draw monsters that are marked for deletion anymore (prevent sudden pop-in when drawing on the last frame of fading out). Release Build 9350.
6 months ago
sigonasr2
280a321abb
Fix Ranger's Rapid Fire and Multi Shot abilities not abiding by the new Arrow constructor. Arrows once again have the correct acceleration and can hit monsters. Fix bug with knockback being applied while the player has iframes. Fix bug with Slime King constantly applying knockback to the player due to no iframes. Release Build 9152.
7 months ago
sigonasr2
cdda8c9a99
Change the radius of ranger's auto attack to use pixel units instead of tile units. Remove hardcoded player acceleration on shooting a player arrow. Refactor monster animation system to incorporate custom animations as part of the main set of animations and handle future 4-way directional animations easily. Release Build 9115.
7 months ago
sigonasr2
020f47f1f9
Fixed bosses being able to leave their arenas. (Issue#41) Fix Slime King not actually moving during the Phase 4 retreat jump (division by zero when jump lockon timers were implemented). Release Build 8652.
8 months ago
sigonasr2
1abbf05298
Jump targeting lock-on time implemented for Slime King script.
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Slime King third jump delay increased from 0.6s -> 0.7s. Jump targeting speed increased from 400 -> 1900. Jump target lock-on time set to 0.5 seconds.
Release Build 8084.
9 months ago
sigonasr2
60e5ca2033
Proposed Slime King AI change will cause phase 3 to start on the bullet pattern instead of the jump pattern if the jump pattern from phase 2 was just executed.
9 months ago
Nic0Nic0Nii
8149db260b
Update copyright 2024 for FreeType. Equipment can now have an initial crafting cost. RowItemDisplays will have a craftable and upgradeable tag.
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Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
10 months ago
sigonasr2
fed07eddd6
Fix boss text display for longer names. Add in GameEvent handling class. Finish second boss AI. Release build 6380.
10 months ago
Nic0Nic0Nii
aabc9e4cc5
Phase 1&2 prepping.
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Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
10 months ago
sigonasr2
4aaa954d05
Fix memory reading error for monsters that used the draw strategy function while dead (m value gets reassigned and lost). Adjust ranger arrow shoot speed slightly. Environmental audio is backwards again?
11 months ago
sigonasr2
86925ef031
Bear strategy implemented. Release Build 5823.
11 months ago
sigonasr2
8a1d8868c9
All sound effects now accept positions as well for surround sound effects during combat.
11 months ago
sigonasr2
c7ea530484
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.
11 months ago
sigonasr2
725a858fab
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.
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
0e5d871c68
Implemented Mersenne Twister RNG.
11 months ago
sigonasr2
52d36eab3b
Properly reset the player's health and mana between stages.
11 months ago
sigonasr2
668a5ca1b1
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.
11 months ago
sigonasr2
fcb3ee87fd
Remove magic number IDs from Monsters and use display names as the key names. Fixed all references to numerical IDs in code. Refreshed all game maps so the monster name enums export as name strings instead of numbers.
11 months ago
sigonasr2
455dd3a818
Converted all Monster Strategy IDs to using strings instead of magic numbers, removed magic numbering system from configs.
12 months ago
sigonasr2
e615831ded
Equipment window shows equip stat changes on mouseover.
12 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
e4fae723c9
Fix up warnings (mostly loss of data cast warnings). When an ability gets interrupted, the key is required to be depressed before another cast attempt can be made. Added collision layer tiles to a few tiles in 1-1 due to ability to walk out-of-bounds.
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
ee5f6f9598
Added detection of tile sizes and world sizes so different sizes of maps can be rendered.
1 year ago
sigonasr2
2f302f7370
Convert all world size positions to use the map's direct map width and height values instead. Fix a bug where using teleport outside the map crashed the game.
1 year ago
sigonasr2
3f60180b68
Build 1418. Slime King fight is fully implemented.
1 year ago
sigonasr2
caddaefb02
Remove dependency of MonsterAttribute in Monster header to avoid long recompiles. Fix distance snapping on slime king jumps.
1 year ago
sigonasr2
de04905983
Phase 4 implemented.
1 year ago
sigonasr2
76d45f2563
Phase 3 patterns implemented.
1 year ago
sigonasr2
cf782c29bb
Tuned jump delays and values for phase 2.
1 year ago
sigonasr2, Sig, Sigo
1bb87eab23
Extra implementations in phase 2
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Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
1 year ago
sigonasr2
adf7820093
Projectile shot Phase 2 attack and casting animation implemented.
1 year ago
sigonasr2
3c3d32bf7e
Player gains iframes if getting hit by ground slam to prevent insta-gibbing via the spawned bullet ring.
1 year ago
sigonasr2
064d717e27
HasProperty config parameter recursion is now a thing, allowing for subproperties to be checked via the . syntax.
1 year ago
sigonasr2
74a31dda2e
Monster spawning now adds to a queue to prevent memory adjustment corruption while inside of monster update functions.
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Monster spawning on phase transition now occurs.
1 year ago
sigonasr2
cb600c8ea4
Fix Damage Number flickering, add in extra projectile ring when king slime lands for phase 1. Phase 1 complete.
1 year ago
sigonasr2
43b5503661
Added particle effects for slime king jump and landing.
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
100a3ece57
Finished slime king jump attack, account for Z axis when determining damage validity.
1 year ago
sigonasr2
942e8e0ef7
Bullets do not die immediately when view goes offscreen anymore. Initial jump states and setup for Slime King are now implemented.
1 year ago
sigonasr2
efdf696d2c
Phase 1 Bullet shot pattern for Slime King implemented.
1 year ago
sigonasr2
54e72d088e
Refactored dynamic variable system, removed _ATTRIBUTE and type dependency, and optional default value issues.
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Moved all slime kind related stuff out of global monster update loop.
1 year ago