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sigonasr2
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AdventuresInLestoria
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Commit Graph
17 Commits (15cf736be066a3c590026ebc6551f4148e3bd14e)
Author
SHA1
Message
Date
sigonasr2
c55a3a1e6b
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
a8bb30e12f
Fix bug with double rendering. Not using iterator marker to determine what else to draw. Fix bug with maximum health not healing to maximum when health is affected by Health %. Refactored wind speed to be a global value within the game's engine. Included speed reduction properties for wind when warrior blocks. Include projectiles/player being affected by wind and casting to be allowed when pushed by wind. Release Build 9507.
6 months ago
sigonasr2
05caa062e1
Add player projectile auto attack flag to identify bullets for wind affecting. Release Build 9497.
6 months ago
sigonasr2
1f8c62188b
Simplify fade in and fade out bullet code. Remove unnecessary variables. Release Build 9483.
6 months ago
sigonasr2
3a9bd4afff
Move fadeouttimer for bullets to be private scope. Account for hits multiple flag for bullets that strike a player and adds them to the hit list. Coincidentally, this need also address Issue
#17
. Fix a bug with multi-hit bullets not applying additional hit effects to monsters. Tornado Attack Implemented. Release Build 9473.
6 months ago
sigonasr2
bbdef1cdfb
Bullet fade in timer effects added. Added Tornado rings for second bonus boss. Release Build 9455.
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
fa0caa5fa9
Implement rock toss and stone pillar spawning behaviors for stone elemental. Refactor HurtEnemies functions to instead hurt any target with targeting flags. Fix bug with player to monster collision not respecting new collision radii. Release Build 9318.
7 months ago
sigonasr2
29a36770aa
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
39303e2438
Adjust fade effect so monsters are unaffected while on the title screen. Add in Stone Pillar graphic and setup stone pillar monster/sprite data. Release Build 9270.
7 months ago
sigonasr2
5ef4b90b29
Add transparency effect for mismatching Z axis for bullets/monsters or if the player has iframes. Release Build 9266.
7 months ago
sigonasr2
ee2a66f5fe
Make bomb explosion sizes be calculated independent of initial bomb size. Shrink down bomb size to be more reasonable. Bombs knock back players and monsters, regardless of the friendly flag. Only deals damage to opposing targets. Release Build 9237.
7 months ago
sigonasr2
79b595bbef
Added overrides for playing default animations in move towards and run away scripts. Implemented Bomb Goblin AI. Include convenience methods for proximity knockback functions. Prepped AI functions for the Hawk and Stone Elementals. Release Build 9230.
7 months ago
sigonasr2
7375d37d99
Added arrow simulation for bow goblins. Added perception levels which increase the accuracy of the shooting monster over time. Refactor bullet update code to be inside the bullet class itself. Release Build 9169.
7 months ago
sigonasr2
53b5c1f967
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
8149db260b
Update copyright 2024 for FreeType. Equipment can now have an initial crafting cost. RowItemDisplays will have a craftable and upgradeable tag.
...
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
10 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
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
b1885a1c1e
Fixed Bullet fixed step movement. Corrected Warrior Block Cooldown (accidently got changed), implemented Turret Monster Strategy.
1 year ago
sigonasr2
13eff22485
Super big refactor of the animation storage and monster storage system using configuration files.
1 year ago
sigonasr2
a86362c801
Warrior ability custom parameters implemented.
1 year ago
sigonasr2, Sig, Sigo
d3454727cd
Warrior refactor completed
...
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
1 year ago
sigonasr2
6b81cd6e84
Layering rendering now proper.
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
sigonasr2
db7744dad3
Wizard energy bolt attack implemented.
1 year ago
sigonasr2
9a8859ffe8
Adjusted shoot afar AI to account for collision tiles.
1 year ago
sigonasr2
ccfeae19d4
Sonic Slash implemented for Warrior. Build updated w/new features.
1 year ago
sigonasr2
01d1e44839
Added Bullet shooting
1 year ago