sigonasr2, Sig, Sigo
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3cbb0d1e17
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Implement framework for menu system
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
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1 year ago |
Quapsel
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e846c61c53
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terrain finished for 1_2
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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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13c20abc1c
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Add in ranger ability icons
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1 year ago |
sigonasr2
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66f182ac38
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Implemented Wizard HUD ability icons.
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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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388cf0ba2d
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Mana costs and ability short names are now displayed on the HUD.
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1 year ago |
Quapsel
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13dece2844
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1_2 Update
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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, Sig, Sigo
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1bb87eab23
|
Extra implementations in phase 2
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
|
1 year ago |
Quapsel
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2f54400e8e
|
more tile presets. 1_2 changed to v2 tileset.
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1 year ago |
sigonasr2, Sig, Sigo
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5ca4546bb7
|
Implemented multi-stage jump phase 2
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
|
1 year ago |
Quapsel
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fa99b43727
|
crossroad presets added
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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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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 |
Quapsel
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921b369fac
|
small progress on tile presets
|
1 year ago |
sigonasr2
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43b5503661
|
Added particle effects for slime king jump and landing.
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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
|
Monster water reflections implemented.
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1 year ago |
sigonasr2
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4631733497
|
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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2 years ago |
sigonasr2, Sig, Sigo
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dbc68b8c4b
|
Redundant collision tile error handling. And allow a flag for abilities to cancel casts (Wizard Teleport)
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
|
2 years ago |
sigonasr2
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ac0fbbb174
|
Move the spawn point back.
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2 years ago |
sigonasr2
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5140b92317
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Water tile reflections implemented.
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2 years 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.
|
2 years ago |
sigonasr2
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f67866d370
|
Remove animated water test tile.
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2 years ago |
sigonasr2
|
195364e0ab
|
Tile animations implemented. Fix off-by-one error with tileset identification.
|
2 years ago |
Quapsel
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1924dd7463
|
added more tile presets
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2 years ago |
Quapsel
|
4e03580df1
|
added animated waterfall tile. added layer 2.5 to 1_1.
|
2 years ago |
Quapsel
|
f110da9a7e
|
1_1_v2 Monster Spawn location edited
|
2 years ago |
sigonasr2
|
7941e22aa8
|
Stacked collision boxes are now handled properly. Map collisions in tilesets has been sealed off.
|
2 years ago |
sigonasr2, Sig, Sigo
|
596d4122b4
|
Added display configuration parameter for debugging pathfinding. Reduced distance threshold for Wizard teleport to prevent jarring returns to previous position.
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
|
2 years ago |
sigonasr2
|
8aba4dfc5b
|
Prep animated tile structures.
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2 years ago |
sigonasr2
|
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.
|
2 years ago |
sigonasr2
|
ee16393f85
|
Fix incorrect ordering of fade layers.
|
2 years ago |
sigonasr2
|
9811644207
|
Added all collision tile setups and moved old 1-1 zones and spawns to the new version of the map.
|
2 years ago |
Quapsel
|
c47e088938
|
First Tile-Presets created.
|
2 years ago |
Quapsel
|
c59eb3e7fb
|
1_1_v2 finished
|
2 years ago |
sigonasr2
|
100a3ece57
|
Finished slime king jump attack, account for Z axis when determining damage validity.
|
2 years ago |
sigonasr2
|
942e8e0ef7
|
Bullets do not die immediately when view goes offscreen anymore. Initial jump states and setup for Slime King are now implemented.
|
2 years ago |
sigonasr2
|
efdf696d2c
|
Phase 1 Bullet shot pattern for Slime King implemented.
|
2 years 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.
|
2 years ago |
Quapsel
|
916904d76d
|
corrected asset filepath
|
2 years ago |