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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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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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 |
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
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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 |
Nic0Nic0Nii
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c8dba733d0
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Added in config parameters for slime king
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
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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
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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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6cfb40d642
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Add custom monster strategy properties for monster config files.
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1 year ago |
sigonasr2
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b6d914151f
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Removed static from struct. Emscripten build now uses C++20. Removed stray safemap cpp file.
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1 year ago |
sigonasr2
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6a12a45cb2
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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
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13eff22485
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Super big refactor of the animation storage and monster storage system using configuration files.
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1 year ago |
sigonasr2
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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
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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 |
sigonasr2, Sig, Sigo
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c75a01a1ad
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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
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228a3caa0e
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Upper level and lower level spawning now distinguished in map editor.
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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
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6b81cd6e84
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Layering rendering now proper.
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1 year ago |
sigonasr2
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7348426c71
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Upper level and lower level rendering handled properly.
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1 year ago |
sigonasr2, Sig, Sigo
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aa56b4a428
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Include flags for monsters and players to indicate if they are on the upper level or lower level.
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1 year ago |
sigonasr2
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ef83e7f865
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Bridge flags properly enabled and working. Fix image paths in maps.
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1 year ago |
sigonasr2
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42c5043163
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Death animation now tied to monster data.
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1 year ago |
sigonasr2
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5566eced77
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Consolidated jump and shoot animations for monsters into MonsterData.
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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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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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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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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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1 year ago |
sigonasr2
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01d1e44839
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Added Bullet shooting
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1 year ago |
sigonasr2
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a2308914a2
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Refined movement run away code for ranged enemies.
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1 year ago |
sigonasr2
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df1681b051
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Bounce collisions occur between units.
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1 year ago |
sigonasr2
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3aebde6287
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Finished implementing Ground Slam effect, cooldown display, and range hit.
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1 year ago |
sigonasr2
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7e543a3021
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Implement ground slam animation
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1 year ago |
sigonasr2
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15c246689f
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Monsters in front/behind now sorted proper.
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1 year ago |
sigonasr2
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6584a240b1
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Large refactoring and implemented hurt on monsters
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1 year ago |
sigonasr2
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8bb42df861
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Implemented spawners and monster rendering.
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1 year ago |
sigonasr2
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0f449a902a
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Implemented monster update method and monster spawner methods.
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1 year ago |
sigonasr2
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1e0e40c77b
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Refactor animation data location.
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1 year ago |
sigonasr2
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86867cd82c
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Prep Monster structures
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1 year ago |
sigonasr2
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cbbee7aaa4
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Initial setup of Monster structures
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1 year ago |