sigonasr2
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773f72a45c
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Main Menu and Game Play state switching.
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1 year ago |
sigonasr2
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43661ee07f
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Game State System Setup
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1 year ago |
sigonasr2
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d3f26d4bb0
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Render all background windows, foreground window is the only one with direct focus. Background windows are darkened.
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1 year ago |
sigonasr2
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203290c94a
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Added static tileset world optimization and generation features.
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1 year ago |
sigonasr2
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ee5f6f9598
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Added detection of tile sizes and world sizes so different sizes of maps can be rendered.
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1 year ago |
sigonasr2
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2f302f7370
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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.
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1 year ago |
sigonasr2
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9246852c25
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Theme keys are now sorted when loading so they appear in the right order down the line.
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1 year ago |
sigonasr2
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40a222fc8f
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MonsterData safemap was not locked.
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1 year ago |
sigonasr2
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10cfb009f7
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Added scaling/tiling capabilities for themes. Safe maps have unordered version.
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1 year ago |
sigonasr2
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999855c6e8
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Proper theming controls added, attributes are now an inheritable interface for anything.
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1 year ago |
sigonasr2
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3723835cc7
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Switched menu button system to component inheritance system.
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1 year ago |
sigonasr2
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2914aa1972
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When a column matches up in a previous row, we should jump up to that menu item instead.
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1 year ago |
sigonasr2
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60e46a83f2
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Improve keyboard/controller-based menu navigation by separating each row into its own structure.
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1 year ago |
sigonasr2
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03f2738ead
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Windowing System button controls, stack system, and custom functions implemented.
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1 year ago |
sigonasr2
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099e464e2f
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Build 1576. Timer fixed.
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1 year ago |
sigonasr2
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f0169b06ab
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Display DPS tracker + encounter timer
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1 year ago |
sigonasr2
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c4db27a78d
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Boss name overlays added to map editor and game.
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1 year ago |
sigonasr2
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9d08c2547f
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Added Warrior HUD ability icons
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1 year ago |
sigonasr2
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b9e1352288
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Keybind system redone, display keybinds and mana costs on HUD.
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1 year ago |
sigonasr2
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388cf0ba2d
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Mana costs and ability short names are now displayed on the HUD.
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1 year ago |
sigonasr2
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b80d791578
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Differentiate between player damage indicators and enemy damage indicators.
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1 year ago |
sigonasr2
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c68bdcc673
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Cooldown icon indicators.
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1 year ago |
sigonasr2
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f48a6a89b2
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Added DrawPie function, fix up invisible foreground tiles (was not rendering).
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1 year ago |
sigonasr2
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1cabb34b94
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Added tile render depth ordering for bullets and effects to prevent ordering weirdness.
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1 year ago |
sigonasr2
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bc23188d60
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Hitbox fade hints implemented for colliding terrain.
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1 year ago |
sigonasr2
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3f60180b68
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Build 1418. Slime King fight is fully implemented.
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1 year ago |
sigonasr2
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caddaefb02
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Remove dependency of MonsterAttribute in Monster header to avoid long recompiles. Fix distance snapping on slime king jumps.
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1 year ago |
sigonasr2
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de04905983
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Phase 4 implemented.
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1 year ago |
sigonasr2
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76d45f2563
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Phase 3 patterns implemented.
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1 year ago |
sigonasr2
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cf782c29bb
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Tuned jump delays and values for phase 2.
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1 year ago |
sigonasr2
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b57027e13e
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Make the animation speedy.
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1 year ago |
sigonasr2
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adf7820093
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Projectile shot Phase 2 attack and casting animation implemented.
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1 year ago |
sigonasr2
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3c3d32bf7e
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Player gains iframes if getting hit by ground slam to prevent insta-gibbing via the spawned bullet ring.
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1 year ago |
sigonasr2
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0d6b6584d5
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Fix bullet collision and movement code yet again... On slower frame rates bullets were speeding up.
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1 year ago |
sigonasr2
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064d717e27
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HasProperty config parameter recursion is now a thing, allowing for subproperties to be checked via the . syntax.
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1 year ago |
sigonasr2
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7745010099
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Change move towards bump behavior to be a chance to stop an instance of this strategy instead.
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1 year ago |
sigonasr2
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74a31dda2e
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Monster spawning now adds to a queue to prevent memory adjustment corruption while inside of monster update functions.
Monster spawning on phase transition now occurs.
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1 year ago |
sigonasr2
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cb600c8ea4
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Fix Damage Number flickering, add in extra projectile ring when king slime lands for phase 1. Phase 1 complete.
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1 year ago |
sigonasr2
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43b5503661
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Added particle effects for slime king jump and landing.
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1 year ago |
sigonasr2
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14564d814d
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Animations that are missing from the animation map now auto-generate after animations have been defined.
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1 year ago |
sigonasr2
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465fb0b6c2
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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.
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1 year ago |
sigonasr2
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ba8a1bd091
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Monster water reflections implemented.
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1 year ago |
sigonasr2
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4631733497
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Corrected issues with Ability declaration not matching macro. Cast cancelling moves now properly cancel any active cast. All abilities have configurable cancelCast settings.
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1 year ago |
sigonasr2
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ac0fbbb174
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Move the spawn point back.
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1 year ago |
sigonasr2
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5140b92317
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Water tile reflections implemented.
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1 year ago |
sigonasr2
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4cdb73333d
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Release build 1238. Fixed bug with collisions not being enabled on tiles with a class. Fixed a bug with upper level tiles not being rendered proper. Made entire object part of the fade group instead of leaving the bases solid.
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1 year ago |
sigonasr2
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d88b747900
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Release build 1226.
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1 year ago |
sigonasr2
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195364e0ab
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Tile animations implemented. Fix off-by-one error with tileset identification.
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1 year ago |
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
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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 |