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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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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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
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Extra implementations in phase 2
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
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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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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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100a3ece57
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Finished slime king jump attack, account for Z axis when determining damage validity.
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1 year ago |
sigonasr2
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942e8e0ef7
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Bullets do not die immediately when view goes offscreen anymore. Initial jump states and setup for Slime King are now implemented.
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1 year ago |
sigonasr2
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54e72d088e
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Refactored dynamic variable system, removed _ATTRIBUTE and type dependency, and optional default value issues.
Moved all slime kind related stuff out of global monster update loop.
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1 year ago |
sigonasr2
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244ac80d2a
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Fix std::less comparison for Monster attributes. Cleaned up list deletion for bullets, emitters, and effects. Bullet ring implementation for slime king.
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1 year ago |
Nic0Nic0Nii
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a1a35fabd0
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Emscripten build seems to refuse
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
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1 year ago |
Nic0Nic0Nii
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39c4db9c6f
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Okay, this is more sane. Templates removed and Set does a check to make sure it's the correct type.
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
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1 year ago |
Nic0Nic0Nii
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b39bed3958
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Implement custom attributes for monsters.
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
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1 year ago |
Nic0Nic0Nii
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a69be08a1a
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Size reduction on slime king per phase. Add in size transition amounts based on time.
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
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1 year ago |
sigonasr2
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c75e56d642
|
Setup King Slime encounter, Boss room map setup with spawn and player, made non-infinite. Implemented enemy iframes and added phase framework for the boss.
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1 year ago |
sigonasr2
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023c6f9005
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Implement Z axis for monster rendering. Fix up shadow sizing for the player.
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1 year ago |
sigonasr2
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49940fdba1
|
Mobs can now have ifreames. Add in documentation for slime king encounter and prep a spritesheet for it.
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1 year ago |
sigonasr2
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6a12a45cb2
|
Moved all enemy reading over to purely using config files. Removed all enemy enum dependencies. Removed bugs involving loading infinite maps by accident.
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1 year ago |
sigonasr2
|
13eff22485
|
Super big refactor of the animation storage and monster storage system using configuration files.
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1 year ago |
sigonasr2
|
e96514e0d4
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Fix Warrior slowdown cancel bug (#16). Added debug configuration options to display collision and hidden player info on-screen. Release Build 935.
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1 year ago |
sigonasr2
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a0916cfe9b
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Switch to smart pointer implementation for damage numbers to handle damage combo'ing quick attack displays.
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1 year ago |
sigonasr2
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1faf121bb9
|
Casting range clamping. Refactored hurt function to accept an upperlevel check so there's no requirement to do it manually anymore. Converted AoE damage functions for Meteor to use AoE hurt functions built-in. Fix upper bridge targeting indicator rendering.
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1 year ago |
Nic0Nic0Nii
|
8d117c42e3
|
Class quick test swapping reimplemented.
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
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1 year ago |
sigonasr2, Sig, Sigo
|
c75a01a1ad
|
Finish entire class refactor. Class swapping needs to be reimplemented. Fixed shadow color from white to black
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
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1 year ago |
sigonasr2, Sig, Sigo
|
d3454727cd
|
Warrior refactor completed
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
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1 year ago |
sigonasr2
|
228a3caa0e
|
Upper level and lower level spawning now distinguished in map editor.
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1 year ago |
sigonasr2
|
0349e5d16e
|
Tidy up map zones, fix upper and lower level collision interactions.
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1 year ago |
sigonasr2
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a6c818b179
|
Re-did Tile grouping code, using a flood fill algorithm now instead of sequential tile checking. Prevents bugs with neighboring tile groups being split improperly.
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1 year ago |
sigonasr2, Sig, Sigo
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0529de4bf9
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Add in pathfinding abilities to monster movement strategies.
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1 year ago |
sigonasr2
|
6b81cd6e84
|
Layering rendering now proper.
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1 year ago |
sigonasr2
|
7348426c71
|
Upper level and lower level rendering handled properly.
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1 year ago |
sigonasr2
|
7e4816631c
|
Corrected set position bugs when X axis is not valid while Y is. Corrected staircase collision boxes. Upper Foreground tiles added.
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1 year ago |
sigonasr2
|
ef83e7f865
|
Bridge flags properly enabled and working. Fix image paths in maps.
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1 year ago |
sigonasr2
|
3939ee5693
|
Fire Bolt implemented.
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1 year ago |
sigonasr2
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ba6bc74f1f
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Add energy bolt splash effect and fade out.
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1 year ago |
sigonasr2
|
42c5043163
|
Death animation now tied to monster data.
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1 year ago |
sigonasr2
|
5566eced77
|
Consolidated jump and shoot animations for monsters into MonsterData.
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1 year ago |
sigonasr2
|
1a441914ca
|
Bullets now have derived types.
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1 year ago |
sigonasr2
|
9a8859ffe8
|
Adjusted shoot afar AI to account for collision tiles.
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1 year ago |
sigonasr2
|
46a16b8ae2
|
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
|
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.
|
1 year ago |
sigonasr2
|
5a8527f51b
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Add line collision checking to geom2d functions.
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1 year ago |
sigonasr2
|
b2eda563f2
|
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
|
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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6d4c069fe4
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Implemented Battlecry. Debuff/Buff modifiers. Fixed bug where player can auto attack during a ground slam.
|
1 year ago |