Quapsel
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560a0bd624
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first steps for 1-2
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1 year ago |
Quapsel
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ad8644b3e1
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1-1 Terrain almost done
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1 year ago |
sigonasr2
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22729c3928
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Fix map path so it's not pointing to a Quapsel directory
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1 year ago |
Quapsel
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fc4d16a2a7
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Added new Tileset (grass_tiles_modded) and small 1-1 edited
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1 year ago |
Quapsel
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075fe53f38
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some progress on 1-1
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1 year ago |
sigonasr2
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db7744dad3
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Wizard energy bolt attack implemented.
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1 year ago |
sigonasr2
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9a8859ffe8
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Adjusted shoot afar AI to account for collision tiles.
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1 year ago |
sigonasr2
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46a16b8ae2
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Changed version display string shadow to match other shadow texts.
Terrain collision map implementation complete.
Made shadow text functions modular.
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1 year ago |
sigonasr2
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cdab15d8d3
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Add hit reset flag for monsters that charge at players such that they must reset it to damage the player with contact damage again. Player spawn location now reads from the level file. Collision tile data loaded.
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1 year ago |
sigonasr2
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d9e8c6ddbd
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Add line to rectangle collision detection in geom2d header.
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1 year ago |
sigonasr2
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5a8527f51b
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Add line collision checking to geom2d functions.
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1 year ago |
sigonasr2
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60c8317b20
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Detect connected tile groups and allow for fade out of the foreground layer when the player gets in range. These groups are initialized on level loading and self-expand.
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1 year ago |
sigonasr2
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5ffcf3126a
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Basic foreground layer hiding code implementation.
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1 year ago |
sigonasr2
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b2eda563f2
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Sync up monster names with in-game values. Spawners loaded from map data. Spawners now are ellipses instead of circles. Added yellow slime missing death animation. New release build.
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1 year ago |
sigonasr2
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d254e169c4
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Added ellipse contains function to Geometry2D.
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1 year ago |
sigonasr2
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e6268b0edc
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Can now load maps from other directories.
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1 year ago |
sigonasr2
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0294fdb8bc
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Flipped logic for firstgid checking with multiple tile layers.
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1 year ago |
sigonasr2
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2613a9ea33
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Load a level using its tileset instead.
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1 year ago |
sigonasr2
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d6e9ade54e
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Made map data xml tag more specific (output width and height as values). Add load level functionality, changes world size.
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1 year ago |
sigonasr2
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2ec484206d
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Added commit script
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1 year ago |
sigonasr2
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73e3b5a18e
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Included new potential object types.
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1 year ago |
sigonasr2
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cf87c25f63
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Parse TSX files and link map data to map tilesets in Tiled.
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1 year ago |
sigonasr2
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8d5d509c7c
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Level loading modularized. Levels auto-load/cache tilesets that are already loaded and shared between maps.
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1 year ago |
sigonasr2
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e162e564d7
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Remove offending tileset from 1_1 campaign map.
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1 year ago |
sigonasr2
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e19bed30ce
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Add tiled-session files to gitignore. Remove offending tileset from 1_1 campain map.
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1 year ago |
sigonasr2
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b4d6d1cd09
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Fix up tileset displays and enable the ability to have multiple tilesets in one map for the parser.
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1 year ago |
Quapsel
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21b3e5339d
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added Tileset and started with map for Stage 1 - 1
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1 year ago |
sigonasr2
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1d3b07eb98
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Revamped TMXParser.h such that there is a separation between function declarations and definitions for modular support.
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1 year ago |
sigonasr2
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66d8b9050c
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Parse spawn groups from tiled map data.
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2 years ago |
sigonasr2
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89473d417c
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We no longer read invalid tags or lone tags.
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2 years ago |
sigonasr2
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635f580ba6
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Proper handling of names with spaces in parsing.
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2 years ago |
sigonasr2
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b0cdab41f5
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Include second level updates.
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2 years ago |
sigonasr2
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5967b1823f
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Fix up TMXParser. Make the map levels not as buggy to edit.
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2 years ago |
sigonasr2
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f5bc7ee824
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Add extra staff shooting animations for Wizard. Add in template levels and Tiled Project files.
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2 years ago |
sigonasr2
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ccfeae19d4
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Sonic Slash implemented for Warrior. Build updated w/new features.
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2 years ago |
sigonasr2
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dd75b5b52d
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Tested build for correction to Issue #8
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2 years ago |
sigonasr2
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ca151cedd9
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Add Sonic Slash graphics. Fixed Issue #8 such that larger enemies are no longer affected by Battlecry.
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2 years ago |
sigonasr2
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77bd085908
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Mana implemented. When not enough mana is available for an ability, a notification appears.
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2 years ago |
sigonasr2
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6d4c069fe4
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Implemented Battlecry. Debuff/Buff modifiers. Fixed bug where player can auto attack during a ground slam.
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2 years ago |
sigonasr2
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7598578890
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Added emscripten auto-compile capabilities to Release builds.
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2 years ago |
sigonasr2
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8fb407c3f1
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File description, project properties, company name, and other meta fields all applied to game executables on build.
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2 years ago |
sigonasr2
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e68d310034
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Shrink the version numbers down a little bit more.
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2 years ago |
sigonasr2
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26aeb8d440
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Implemented auto-incrementing project version numbers.
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2 years ago |
sigonasr2
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d099bdde84
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Include game icon in executable and game window (such a PITA)
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2 years ago |
sigonasr2
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c81040494c
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Fix Player::Hurt not having a return value. Web build created.
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2 years ago |
sigonasr2
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9e6573729e
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All underlying class differences now applied to code. Preparation for other class implementations. Implemented class swapping via mouse wheel.
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2 years ago |
sigonasr2
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21368f6f95
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Define and setup internal class attributes.
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2 years ago |
sigonasr2
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e090bc775d
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Implemented blocking. Made player abilities dynamic instead of fixed for class expansion preparation.
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2 years ago |
sigonasr2
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75b763e87b
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Implement Iframes for the player when performing a Ground Slam.
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2 years ago |
sigonasr2
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4b98518fcf
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Added Warrior swing sword animation
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2 years ago |