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AdventuresInLestoria
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Commit Graph
473 Commits (182e492991614b5e5804c40651f4188fc853b047)
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sigonasr2
23673ec2af
Added unit tests for new strip leading color and final render color engine rendering functions. Fixed rendering bug with text elements of different HTML color codes but with same content not having rendering with the correct color code. Fix potential memory leak errors occurring with rendering Font versions of shadow strings that would have different pulsating colors w/same text content. Added an admin console and added the ability to give the player items and accessories with enchants. Also added a help command. Change version number to appear red while in admin mode (as a visual). Unlock all button tied to admin mode. Release Build 10604.
4 months ago
sigonasr2
2f244e21ff
Added stat-based item enchant checks. Remove friend class dependencies from unit tests and added appropriate publicly exposed functions. Release Build 10538.
4 months ago
sigonasr2
d4d325503e
Move character level and XP bar in the Character menu to a location that is visible even when hovering over equipment (the default when playing with controller/keyboard). Release Build 10532.
4 months ago
sigonasr2
68e7446053
Add Enchant API and EnchantItem() function that applies a random Enchant onto an item. Added HasEnchant() check to see if an equip has an enchant for future integration of enchants in the game. Fix money listeners structure not being reset between unit tests. Add unit tests to ensure items receive correct valid enchants and we can properly detect the player has enchants. Release Build 10527.
4 months ago
sigonasr2
227c082a57
Add a clickable region to world map between chapter 1 and chapter 2 locations for mouse navigation. Release Build 10512.
4 months ago
sigonasr2
1319a91d11
Switch to built-in uppercase hexadecimal format display when encoding URIs sending save files (emscripten version). Implement variable find and replace features when loading in Item Enchants. Grammar changes to item enchants config file. Convert numerical values to variable config values in item enchants config file. Release Build 10511.
4 months ago
sigonasr2
23fc505b12
Fix typos and minor descriptions in item enchants file. Enchantment data structures and configuration reading implemented. Release Build 10498.
4 months ago
sigonasr2
ee4d250370
Add helper function for removing an item from the player's inventory via item name. Add accessory refining check and refine functions. Release Build 10487.
4 months ago
sigonasr2
21dee760dd
Fix scrollbars not changing color when the mouse is hovering over them. Release Build 10482.
4 months ago
sigonasr2
97040ef051
Add automated script to apply all assets to the unit testing framework each run. Add new runtime warning for RowInventoryScrollableWindowComponent items that have item boxes larger than the actual component. Move testingMode flag for AiL class to be set before game configurations are read. Add branch for reading specific unit test game configuration files. Include unit test-specific images and configs committed to repository. Add Disassemble function to inventory class. Add Disassemble item test. Fix issues with extra stray shared pointers lingering everywhere when adding/removing items and grabbing their references. Make Stage Loot/Monster Loot have brand new shared pointers to items (copy instead of strong reference) so weak pointer references to existing items actually expire and behave as expected. Move Monster Loot and Stage Loot clear calls to the switch to Overworld Map trigger. Release Build 10476.
4 months ago
sigonasr2
9f4c7c7b0f
Added operator< for Pixel class to allow sets of pixels to be used. Add fragment item default description. Generate fragment images that randomly sample from the source ring's colors. Add base fragment item icon. Release Build 10443.
4 months ago
sigonasr2
d7b9d2670e
Setup Palm trees to be foreground objects. Prepare all Artificer window dialogs. Release Build 10424.
4 months ago
sigonasr2
05af68f8d0
Fix crashes when forgetting to validate monster weak pointer references were actually valid (NPC targeting produces null pointer results.) Release Build 10421.
4 months ago
sigonasr2
57c5a2f579
Move Chapter 2 story to the correct story configuration file. Fix bug where closing a dialog didn't set the state to the previous state the game was in, but instead assumed it was Game Run. Which meant the player could attempt to leave the camp and be presented with the level complete window for no reason. Release Build 10415.
4 months ago
sigonasr2
1747b1e5ef
Adjusted audio events for earlier camp unlocks. Removed bass line for earlier versions of the camp song, reintroduce after chapter 2 is completed. Added placeholder Artificer sprite. Added Artificer dialog. Updated world map with a chapter 2 base location for convenience. Connect new connection points between map locations correctly. Adjust connection point unlock conditions and layer unlock conditions to their new chapter 2 levels. Release Build 10399.
4 months ago
sigonasr2
c36f783fc9
Tidied up monster drawing functions with portable lambdas to get rid of some copy-pasted code, making draw manipulation simpler. Implement Curse of Death ability. Release Build 10391.
4 months ago
sigonasr2
19f3483b44
Add sound effects for Witch auto attack, Curse of Pain, Throw Poison, and Curse of Death abilities. Release Build 10390.
4 months ago
sigonasr2
864b491c46
Adjust all spaces to tabs for consistent whitespace formatting on source files. Implement Throw Poison Ability. Added general Color Mod Buff so coloring targets a certain color based on applied buff is simpler. Release Build 10389.
4 months ago
sigonasr2
ede4bffa7a
Trapper's Mark Target and Witch's Curse of Pain abilities should not go on cooldown if no target is found. Added purple glow/outline effect to monsters affected by Curse of Pain. Release Build 10363.
4 months ago
sigonasr2
a35ea5b772
Add cat mew sound effect for Witch Leap ability. Refactor Buffs to include a player/monster callback function when a buff expires. This is used specifically for the curse debuff. Clean up buff update code to use lambdas instead of macros. Release Build 10359.
4 months ago
sigonasr2
21579b7bdf
Add cat transform sprite. Added Witch Transform ability parameters. Implemented Transform ability. Fix Trapper Mark unit test since lock on target delays were added. Release Build 10354.
4 months ago
sigonasr2
8df671dcab
Add in Witch Transform ability setup. Afterimage setup with scanline removal animation effect for Transform ability. Release Build 10347.
4 months ago
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
4a7ad23196
Make knockups pause monster strategies. Fix Effect drawing code being invisible if their fadein timer was zero. Add explosion sound effect to Trapper's Explosive Trap ability. Add knockup and 100% temporary slowdown to Trapper's Bear Trap ability. Release Build 10324.
4 months ago
sigonasr2
9eaaf979f3
Fix display bug with Effects that used the original constructor. Refactor on 23 Jul was a big oversight leading to effects not displaying at all (scale set to 0). Release Build 10308.
4 months ago
sigonasr2
3850cbaef9
Implemented Trapper's Explosive Trap ability. Release Build 10304.
4 months ago
sigonasr2
8903410848
Add sound effect for Mark Target ability. Release Build 10303.
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
b3c5894be7
Switch controller auto-targeting to use logic from Hurt function. This means the auto targeting tries to ensure it hits some target, but prefers a currently vulnerable target over an invulnerable / unhittable one. Cleanup the code to use std::optional. Add in a helper function to get nearest monster. Apply Mark to nearest selected target when Trapper Mark Target ability is used. Release Build 10275.
4 months ago
sigonasr2
60b45cf6b1
Add visual indicator/graphics for Trapper Mark on targets. Added TriggerMark and ApplyMark helper functions. Release Build 10264.
5 months ago
sigonasr2
f16d10a095
Add 0.1s delay on Hidden Dagger's throw for Thief. Allows the player to potentially jump through a target and being able to hit them with it. Fix Stone Elementals facing the incorrect direction while casting stone pillars. Move 2-8 end ring to more sensible area (in front of Chapter 2 boss arena). Reduce Chapter 2 Boss' and Stone Elemental's collision radius to better match the sprite. Add iframe time when hit by a breaking stone pillar's bullet ring to prevent getting obliterated by standing in the center of the bullet ring. Release Build 10261.
5 months ago
sigonasr2
29b16bd7c8
Add iframe time on hit to Stone Elemental bullet ring so the player doesn't get instantly obliterated standing in the center of the bullet ring. Move Stone Elemental's bullet ring center point slightly downwards so it matches better visually. Fix staircases not working when the firstgid of the staircase tilesheet is not 0 in the tilesheet list. Release Build 10258.
5 months ago
sigonasr2
be8b4ab29e
Remove all player buffs/debuffs at the start of a stage to prevent buff stacking exploit from using items in your loadout and dying/restarting the stage. Release Build 10256.
5 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.
5 months ago
sigonasr2
c656b935e1
Added a non-foreground dark tile for bridges to place below areas that are above ground shadow tiles. Redesigned how reference tilesets were stored in TilesheetData and TilesetData structures such that they could be std::sort'd without causing reference bugs/glitches. Release Build 10217.
5 months ago
sigonasr2
6172ea3178
Fix layers in front of the bridge layer to check for their collision tiles first prior to using the bridge's collision tiles. Release Build 10205.
5 months ago
sigonasr2
efcc2ea8d9
Fix upper monster list not being cleared each frame. Release Build 10192.
5 months ago
sigonasr2
83afbb2720
Fix Stone Heart's item description, comma was treated as separate value. Make item descriptions be read in as full strings instead of as the first index in a OLC Datafile. Minor grammar edits to item descriptions. Add missing Upper Zone to II-V. Release Build 10191.
5 months ago
sigonasr2
717a66526c
Fill in random hole in II-V. Apply Bridge Layer / Class to bridge in II-V to make it functional. Release Build 10190.
5 months ago
sigonasr2
7ae4fbea3a
Goblin Bow users stop aiming 1/3rd of a second before firing, to allow the player to dodge and not cause them to suddenly turn. Added configurable parameter for Goblin Bow lock-in time. Release Build 10188.
5 months ago
sigonasr2
ddf761b6b2
Boars should not keep changing facing direction once locked in by scratching the ground. Removed the Upper flag from all Second Chapter end zones in the stage (accidentally copy-pasted). Added a check that crashes the game if these are detected. Release Build 10186.
5 months ago
sigonasr2
fa5031a50b
Fix buff items so stat ups for zero intensity values are not applied. Add Move Spd % stat up buff to move speed multiplier calculation function. Boars now lock-on their position when they scratch the ground to prevent surprise turnarounds last second, and make them slightly easier to dodge. Fix bugged pathfinding for Thief Deadly Dash when pointing the cursor at a solid collision tile. Was just absolutely utterly stupidly broken. Fixed of course. Release Build 10183.
5 months ago
sigonasr2
8abb9e64af
Fix bullet offsets. Division by two integers instead of a float and an integer causing incorrect rendering positions. Change damage number color to include a background color. Release Build 10176.
5 months ago
sigonasr2
2907fc9865
Add Trapper class new animation sheet. Change XP data size from holding 32 bit integers to 64 bit integers due to higher level EXP numbers overflowing the XP counter. Release Build 10172.
5 months ago
sigonasr2
7f4b949627
Add Adrenaline Rush unit test.
5 months ago
sigonasr2
0e03cb0f67
Add in edge case so movement targeting direction while standing still for Deadly Dash will still work for controllers. Fix bug with Releasing spell key required for precast spells with target indicators, now activate immediately on press. Release Build 10164.
5 months ago
sigonasr2
a763469fa5
Add in adrenaline rush buff. Make attack speed bonuses be applied via modifiers. Release Build 10153.
5 months ago
sigonasr2
0b4b1d6566
Fix Wizards and Rangers being able to override iframe timer when using Teleport and Retreat respectively. Remove last released key state. Seemed redundant when animation facing direction exists. Make player animation changes be reflected in the facing direction variable. Add pathfinding to Thief's Deadly Dash attack so it can't go through barriers. Added new class counterpoints as equippable classes for the prior weapons. Release Build 10146.
5 months ago
sigonasr2
bc27f18178
Add a distinct sound effect when Hidden Dagger hits a target. Deadly Dash's sound effect updated with a harder hitting sound. Add iframes at the end of Deadly Dash's attack. Footstep playing code now moved into its own function. Appropriate footstep sound plays while Roll is performed. Release Build 10116.
5 months ago
sigonasr2
c62f24cdcd
Add in Deadly Dash state. Change zoom out effect to zoom in when loading into a map. Dramatically decrease effect, too much motion sickness. Add deadly dash animation state. Release Build 10109.
5 months ago
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