sigonasr2
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6002f69dfa
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Long-Lasting Mark Enchant Implemented. 153/153 Tests Passing. Release Build 11020.
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4 months ago |
sigonasr2
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6d7240c765
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Change starting location of DOT damage numbers. Fix velocity getting multiplied dramatically when damage numbers stack up and change size. Make gcc happy with unsigned long long cast syntax. Remove pthread flag from CMakeLists. Release Build 11014.
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4 months ago |
sigonasr2
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7ae7d3dcb3
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Fix DOT buffs not counting down if their timers are intentionally reset. Tick timers are now independent of their duration timers. Make ONE_OFF effect more clear with extra comments. Fix Damage reduction test, which is supposed to report a 75% max damage reduction, even if a piece of equipment has 100% damage reduction. Separated the main buff type and the restoration type variables for DOT buffs so we can still identify them if we need to. Added three new constructors. Added helper AddBuff functions to Monster and Player accordingly with the new changes. Fix SpawnMonster not returning the correct reference to an object (was returning the reference to the termporary storage container). Refactored Buff Blend colors with some lambda functions. Implemented Burning Arrow enchant. Release Build 11008.
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4 months ago |
sigonasr2
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012f5de2a1
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Implement Bloodlust enchant. Fix crash that occurs if the player class is not Warrior or Thief. Release Build 10981.
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4 months ago |
sigonasr2
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9ba98a032e
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Backstabber enchant implemented. Fix audio transition fades suddenly not working. Release Build 10944.
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4 months ago |
sigonasr2
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78956e986c
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Added helper functions for auto attack timer. Added unit test for auto attack timer functions. Implemented Quickdraw enchant. 132/132 tests passing. Release Build 10800.
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4 months ago |
sigonasr2
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9a65b731e9
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Implement Reaper of Souls Enchant. Fix text rendering bug with really small pixel values getting clamped by integer scaling causing the cached text to be cut off. Release Build 10683.
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4 months ago |
sigonasr2
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f84787971d
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Lethal Tempo unique enchant implemented. Added helper functions for retrieving, writing, and reading buffs easily. Added unit tests for new enchant. 124/124 tests passing. Release Build 10635.
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4 months ago |
sigonasr2
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05af68f8d0
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Fix crashes when forgetting to validate monster weak pointer references were actually valid (NPC targeting produces null pointer results.) Release Build 10421.
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4 months ago |
sigonasr2
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c36f783fc9
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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.
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5 months ago |
sigonasr2
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864b491c46
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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.
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5 months ago |
sigonasr2
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ede4bffa7a
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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.
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5 months ago |
sigonasr2
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a35ea5b772
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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.
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5 months ago |
sigonasr2
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98208fb3e0
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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.
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5 months ago |
sigonasr2
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4a7ad23196
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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.
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5 months ago |
NicoNicoNii
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a3495d6c16
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[Compiler Error] Implement delayed lock-on targeting when multiple targets get marks at the same time (for more dramatic effect)
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5 months ago |
sigonasr2
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8903410848
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Add sound effect for Mark Target ability. Release Build 10303.
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5 months ago |
sigonasr2
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2420d02f24
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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.
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5 months ago |
sigonasr2
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b3c5894be7
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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.
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5 months ago |
sigonasr2
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60b45cf6b1
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Add visual indicator/graphics for Trapper Mark on targets. Added TriggerMark and ApplyMark helper functions. Release Build 10264.
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5 months ago |
sigonasr2
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540f0c39ae
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Added TriggerMark convenience function and appropriate unit test for it.
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5 months ago |
sigonasr2
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1614022349
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Add unit testing for DOT effects, true damage effects, and applying mark tests to both player tests and monster tests. Fixed bugs related to DOTs not triggering proper damage events and not resetting DOT damage number timers over time. 105/105 unit tests passing. Release Build 10254.
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5 months ago |
sigonasr2
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3830ba8840
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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.
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5 months ago |
sigonasr2
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8e3cdf9d14
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Fix Stage Plates 2-6,2-7,2-8, and 2-B to point to their respective stages. Move the additional pillar spawning code outside of the regular boss' phase cycle since it's supposed to happen while the boss does other things according to the original spec. When new pillars appear/disappear, recalculate the safe areas dynamically. Release Build 9974.
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5 months ago |
sigonasr2
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717f4551ea
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Stone pillars now use a separate rectangular collision to determine hiding zones, preventing the player from hiding along the outer edges of the pillar. Release Build 9948.
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5 months ago |
sigonasr2
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d049676080
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Convert monster stats to calculate using stat up bonuses instead of manual calculations. Release Build 9922.
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5 months ago |
sigonasr2
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34515cec76
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Add Heal function for monsters. Make player stat functions const return. Add Missing Health bonus stat from buffs. Refactor names of stat functions to be more explicit. Add more stat buff and pct buff checks. Fix up discrepancies with how stat up buffs work for the player. 53/53 passing tests.
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6 months ago |
sigonasr2
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dba8ee124d
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Add a proximity knockback overload function that handles hurt list target types instead. Make large stone toss knockback only apply to targets actually hit. Release Build 9837.
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6 months ago |
sigonasr2
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c879cafe1e
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Targets already in the air should not be knocked back. Fix image loading dependencies internally within the engine so they work even during unit testing. Rearrange some item initializing functions to occur after the GFX map is reset so all graphics are loaded properly. Release Build 9835.
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6 months ago |
sigonasr2
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b617120867
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Implement unit tests for the project. Fix Display Name bug (found in InternalNameCheck unit test). Add Monster Unit Tests.
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6 months ago |
sigonasr2
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053e2ba724
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Only adjust DPS boss damage counter for monsters spawned and considered part of the boss fight. Add in ability for attacks to deal true damage. Change hurt function to handle a True Damage Flag. Stone Throw now breaks pillars it hits. Release Build 9675.
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6 months ago |
sigonasr2
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9f88460c0e
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Add RepeatingSoundEffect class to allow easy creation and handling of looping sound effects ingame. Add rock breaking, rock toss cast, pillar rise, dig sound effects. Fix typo on Hawk Feather item description key name. Placeholder item icons added. Add sound effects to Stone Elemental's attacks. Release Build 9656.
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6 months ago |
sigonasr2
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82faa111bb
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Finish stone throw phase/animation for 2nd chapter boss. Adjust animation frames slightly. Correct stone positioning of rock before throw. Rock throw no longer continues rerolling every game frame while Bear AI is running. Release Build 9648.
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6 months ago |
sigonasr2
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02b06424a9
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Knockbacks are disabled on solid monsters. Add in small knockback effect on stone throw hit. Release Build 9641.
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6 months ago |
sigonasr2
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daad7d82fb
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Monsters that ignore terrain collision should not be moved by other solid objects. Hide fade timers and the internal UpdateFadeTime function from inherited bullet types. Add large stone graphic. Apply fixed time step to large stone throw. Add in physics for large stone throw attack. Release Build 9630.
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6 months ago |
sigonasr2
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480039d64c
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Fix bug with monsters being able to move solid objects. Make second chapter boss ignore terrain collision. Fix bug with bear slam attack causing knockback to the player when it would hit a monster. Release Build 9613.
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6 months ago |
sigonasr2
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bcbe58eebd
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Revamp Player vs Monster collision code. Add in handling for solid objects causing the player to run against the object instead of bouncing off of it. Make solid monsters (pillars) have transparency like foreground terrain when looking behind them. Add terrain collision boxes for these as well. Release Build 9610.
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6 months ago |
sigonasr2
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6be3e5e83d
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Fix bug involving lingering tornado attack. Reduce size of boss arena so item drops and the end zone ring spawn within player reachable locations. Made item drop locations respect boss arenas. Added mid phase for 2nd chapter bonus boss. Fix boss indicator appearing when no boss is present. Release Build 9534.
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6 months ago |
sigonasr2
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78d2234ccc
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Refactor manual typing of HP Ratios with an HP Ratio function for the monster and player classes. Release Build 9524.
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6 months ago |
sigonasr2
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46ee54d7c5
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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.
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6 months ago |
sigonasr2
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3c47cb908e
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Added an overlay control class. Optimize and rearrange rendering order of bullets and effects such that all bullets now appear above monsters. Fix a bug involving some objects that are supposed to appear behind the player end up in front when they are aligned on the same tile row. Preparations for wind attack. Release Build 9482.
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7 months ago |
sigonasr2
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e53f7cb4cd
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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.
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7 months ago |
sigonasr2
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bea3d5b6ee
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Setup Zephy AI phases. Added slight recoil when monsters take damage. Release Build 9434.
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7 months ago |
sigonasr2
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3ed876aa91
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Add missing boss indicator to Ursule and fix Ursule's overlay sprite being mirrored to its main sprite. Fix Ursule facing direction not updating correctly before charging. Release Build 9416.
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7 months ago |
sigonasr2
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2d2c123c33
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Move damage numbers to be rendered on top of the HUD instead of below it. Add in boss indicators that appear while a boss is off-screen. Fix bugs with knockback buffs being applied in the wrong location, making them effectively useless. Fix bugs with player velocity being nan when standing directly on top of a monster spawn. Fix idle animation during stone elemental rock toss cast. Reduce enemy collision hitboxes to more sensible and playable numbers with new collision system. Release Build 9413.
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7 months ago |
sigonasr2
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3e4a1c53ac
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Make 4-way directional facing directions updating a bit more lenient. Framework for boss arrow indicators when bosses go off-screen. Release Build 9382.
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7 months ago |
sigonasr2
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440cc89c7b
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Update No XP/Drop Hawk labels in Tiled Editor. Added spawn controllers, setup multi-tiered spawns. Fixed collision radius bugs. Added Chapter 2 Bonus Boss and Major Hawks Tiled Templates. Fix Stone Elemental Casting circle radius. Release Build 9378.
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7 months ago |
sigonasr2
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a39551c356
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Change monster data image storing to use an unordered_map instead. Create an optional display name for monsters to use when monster data is being generated to allow for name overrides while retaining unique monster types. Added No XP variant of Hawks. Setup Chapter 2 Bonus Boss spawn. Release Build 9362.
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7 months ago |
sigonasr2
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551cabf463
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Implement Stone Elemental Burrowing attack, fixed Stone Elemental pathfinding towards target location, slightly increased visual indicator for stone pillar cast circle. Fixed sorted rendering for objects that appear before elements with collision. Refactored iteration loops for drawing so they don't cause multiple unnecessary draw iterations. Do not draw monsters that are marked for deletion anymore (prevent sudden pop-in when drawing on the last frame of fading out). Release Build 9350.
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7 months ago |
sigonasr2
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1d5d4d8240
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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.
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7 months ago |