sigonasr2
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7941e22aa8
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Stacked collision boxes are now handled properly. Map collisions in tilesets has been sealed off.
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1 year ago |
sigonasr2
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e8f6d972ad
|
Release build 1198. Upper ground/spawn fade group auto detection now properly implemented. Reduced fade out range of spawn groups along the bottom edge. Added wall boundary for the campaign level.
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1 year ago |
sigonasr2
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ee16393f85
|
Fix incorrect ordering of fade layers.
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1 year ago |
sigonasr2
|
100a3ece57
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Finished slime king jump attack, account for Z axis when determining damage validity.
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1 year ago |
sigonasr2
|
942e8e0ef7
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Bullets do not die immediately when view goes offscreen anymore. Initial jump states and setup for Slime King are now implemented.
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1 year ago |
sigonasr2
|
efdf696d2c
|
Phase 1 Bullet shot pattern for Slime King implemented.
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1 year ago |
sigonasr2
|
54e72d088e
|
Refactored dynamic variable system, removed _ATTRIBUTE and type dependency, and optional default value issues.
Moved all slime kind related stuff out of global monster update loop.
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1 year ago |
sigonasr2
|
244ac80d2a
|
Fix std::less comparison for Monster attributes. Cleaned up list deletion for bullets, emitters, and effects. Bullet ring implementation for slime king.
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1 year ago |
sigonasr2
|
3ee066bb88
|
Release Build 1100. Camera now starts near the player for a smoother looking pan effect instead of somewhere far off-screen. Custom monster attribute handling now completed and compact.
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1 year ago |
sigonasr2
|
46ead6262b
|
Condense lambda.
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1 year ago |
sigonasr2
|
b35aacae03
|
Release build 1093. Finally took care of multiple tiles on multiple layers foreground rendering.
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1 year ago |
sigonasr2
|
fccca64493
|
Fix sprites being indexed funky. Consolidated tile group code, broke some of the overlapping tiles functionality.
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1 year ago |
sigonasr2
|
d601f0945a
|
Scuffed lambda function passing for tile group handling. Need to prep multi-layer rendering for tile groups.
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1 year ago |
sigonasr2
|
c75e56d642
|
Setup King Slime encounter, Boss room map setup with spawn and player, made non-infinite. Implemented enemy iframes and added phase framework for the boss.
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1 year ago |
sigonasr2
|
36fb89e556
|
Code analysis suggestions implemented.
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1 year ago |
sigonasr2
|
1a18463962
|
Windows and emscripten mouse handling outside window now works!
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1 year ago |
sigonasr2
|
6dcc7e736d
|
Stupid bullet. Also fixed WIZARD_IDLE animations missing.
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1 year ago |
sigonasr2
|
cbfcb2793f
|
Player animations now load dynamically from configuration files.
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1 year ago |
sigonasr2
|
023c6f9005
|
Implement Z axis for monster rendering. Fix up shadow sizing for the player.
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1 year ago |
sigonasr2
|
49940fdba1
|
Mobs can now have ifreames. Add in documentation for slime king encounter and prep a spritesheet for it.
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1 year ago |
sigonasr2
|
b1885a1c1e
|
Fixed Bullet fixed step movement. Corrected Warrior Block Cooldown (accidently got changed), implemented Turret Monster Strategy.
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1 year ago |
sigonasr2
|
6cfb40d642
|
Add custom monster strategy properties for monster config files.
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1 year ago |
sigonasr2
|
b6d914151f
|
Removed static from struct. Emscripten build now uses C++20. Removed stray safemap cpp file.
|
1 year ago |
sigonasr2
|
6a12a45cb2
|
Moved all enemy reading over to purely using config files. Removed all enemy enum dependencies. Removed bugs involving loading infinite maps by accident.
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1 year ago |
sigonasr2
|
13eff22485
|
Super big refactor of the animation storage and monster storage system using configuration files.
|
1 year ago |
sigonasr2
|
1c2106135d
|
Player configuration file implemented.
|
1 year ago |
sigonasr2
|
b2d363cdef
|
Ranger configuration file implemented. Added per-step bullet collisions. Fix Release Desktop project setup.
|
1 year ago |
sigonasr2
|
e96514e0d4
|
Fix Warrior slowdown cancel bug (#16). Added debug configuration options to display collision and hidden player info on-screen. Release Build 935.
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1 year ago |
sigonasr2
|
b4692769a0
|
Add configuration parameters for Wizard Meteor ability.
|
1 year ago |
sigonasr2
|
49b802fc99
|
Added in Wizard Lightning Bolt Configuration Parameters
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1 year ago |
sigonasr2
|
8e46d7698e
|
Fix Warrior Auto attack damage multiplier config value not being adjustable.
|
1 year ago |
sigonasr2
|
694cb310f2
|
Implement Wizard Ability 1 (Firebolt) configuration parameters.
|
1 year ago |
sigonasr2
|
3617ec3c5b
|
Add an updated release build to appease the Quapsel gods.
|
1 year ago |
sigonasr2
|
10575436e1
|
Fix line break when temporarily debugging from earlier.
|
1 year ago |
sigonasr2
|
cacf169668
|
Add in extra debug access option when reading configuration properties. Implement Wizard Auto attack and teleport configuration options.
|
1 year ago |
sigonasr2
|
a86362c801
|
Warrior ability custom parameters implemented.
|
1 year ago |
sigonasr2
|
c6cddd88b8
|
Update to latest release build.
|
1 year ago |
sigonasr2
|
b32e37649d
|
Include error handling to make detecting bugs or typos easier due to missing configuration items.
|
1 year ago |
sigonasr2
|
44281bac19
|
Added casting time parameters to ability configuration files.
|
1 year ago |
sigonasr2
|
5a406bc469
|
Read all basic skill data from class configuration files.
|
1 year ago |
sigonasr2
|
690171497f
|
Refactored class initializations so reading into class list data from config files works properly.
|
1 year ago |
sigonasr2
|
f7f29196c5
|
Graphics configuration file and initial configuration layout setup.
|
1 year ago |
sigonasr2
|
a0916cfe9b
|
Switch to smart pointer implementation for damage numbers to handle damage combo'ing quick attack displays.
|
1 year ago |
sigonasr2
|
9585baf5c6
|
Multishot Ranger ability implemented.
|
1 year ago |
sigonasr2
|
045441b595
|
Add in Charged Shot ability and allow precasting without the targeting indicator.
|
1 year ago |
sigonasr2
|
918fc112bd
|
Rapid fire reimplemented because I goofed?
|
1 year ago |
sigonasr2
|
19c2c198e6
|
Include pragma regions for specific class abilities and move Ranger stuff (that is actually player-implemented over)
|
1 year ago |
sigonasr2
|
b2b94eaf06
|
Meteor shadow is now following the world~
|
1 year ago |
sigonasr2
|
81f9ead80a
|
Added ghost fading images for retreat ability and facing direction implemented.
|
1 year ago |
sigonasr2
|
24030733bd
|
Fixed fElapsedTime bug going negative seemingly randomly. Thank std::chrono::library::that::is::way::too::annoying::to::use::and::apparently::is::not::ultra::accurate
|
1 year ago |