sigonasr2
|
4631733497
|
Corrected issues with Ability declaration not matching macro. Cast cancelling moves now properly cancel any active cast. All abilities have configurable cancelCast settings.
|
1 year ago |
sigonasr2, Sig, Sigo
|
dbc68b8c4b
|
Redundant collision tile error handling. And allow a flag for abilities to cancel casts (Wizard Teleport)
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
|
1 year ago |
sigonasr2
|
ac0fbbb174
|
Move the spawn point back.
|
1 year ago |
sigonasr2
|
5140b92317
|
Water tile reflections implemented.
|
1 year ago |
sigonasr2
|
4cdb73333d
|
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.
|
1 year ago |
sigonasr2
|
d88b747900
|
Release build 1226.
|
1 year ago |
sigonasr2
|
f67866d370
|
Remove animated water test tile.
|
1 year ago |
sigonasr2
|
195364e0ab
|
Tile animations implemented. Fix off-by-one error with tileset identification.
|
1 year ago |
sigonasr2
|
d6ef557a1c
|
Comment on why we need overlapping collision rectangles.
|
1 year ago |
sigonasr2, Sig, Sigo
|
11742b61f9
|
Populate animation data into map
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
|
1 year ago |
Quapsel
|
1924dd7463
|
added more tile presets
|
1 year ago |
Quapsel
|
4e03580df1
|
added animated waterfall tile. added layer 2.5 to 1_1.
|
1 year ago |
Quapsel
|
f110da9a7e
|
1_1_v2 Monster Spawn location edited
|
1 year ago |
sigonasr2
|
7941e22aa8
|
Stacked collision boxes are now handled properly. Map collisions in tilesets has been sealed off.
|
1 year 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>
|
1 year ago |
sigonasr2, Sig, Sigo
|
293938dc3f
|
Update SigScript
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
|
1 year ago |
sigonasr2, Sig, Sigo
|
49b597bfe7
|
Corrected web build linux script and fixed animations on Turret flower. Issue #19
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
|
1 year ago |
sigonasr2
|
8aba4dfc5b
|
Prep animated tile structures.
|
1 year 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.
|
1 year ago |
sigonasr2
|
ee16393f85
|
Fix incorrect ordering of fade layers.
|
1 year ago |
sigonasr2
|
9811644207
|
Added all collision tile setups and moved old 1-1 zones and spawns to the new version of the map.
|
1 year ago |
Quapsel
|
c47e088938
|
First Tile-Presets created.
|
1 year ago |
Quapsel
|
c59eb3e7fb
|
1_1_v2 finished
|
1 year ago |
sigonasr2
|
100a3ece57
|
Finished slime king jump attack, account for Z axis when determining damage validity.
|
1 year ago |
sigonasr2
|
942e8e0ef7
|
Bullets do not die immediately when view goes offscreen anymore. Initial jump states and setup for Slime King are now implemented.
|
1 year ago |
sigonasr2
|
efdf696d2c
|
Phase 1 Bullet shot pattern for Slime King implemented.
|
1 year ago |
sigonasr2
|
54e72d088e
|
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.
|
1 year 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.
|
1 year ago |
Quapsel
|
916904d76d
|
corrected asset filepath
|
1 year ago |
Quapsel
|
3c554c3004
|
Added missing assets
|
1 year ago |
sigonasr2
|
3ee066bb88
|
Release Build 1100. Camera now starts near the player for a smoother looking pan effect instead of somewhere far off-screen. Custom monster attribute handling now completed and compact.
|
1 year ago |
Nic0Nic0Nii
|
a1a35fabd0
|
Emscripten build seems to refuse
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
|
1 year ago |
Nic0Nic0Nii
|
39c4db9c6f
|
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>
|
1 year ago |
Nic0Nic0Nii
|
b39bed3958
|
Implement custom attributes for monsters.
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
|
1 year ago |
Quapsel
|
265e36eda9
|
1_1_v2 progress
|
1 year ago |
Nic0Nic0Nii
|
a69be08a1a
|
Size reduction on slime king per phase. Add in size transition amounts based on time.
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
|
1 year ago |
sigonasr2
|
46ead6262b
|
Condense lambda.
|
1 year ago |
sigonasr2
|
b35aacae03
|
Release build 1093. Finally took care of multiple tiles on multiple layers foreground rendering.
|
1 year ago |
sigonasr2
|
fccca64493
|
Fix sprites being indexed funky. Consolidated tile group code, broke some of the overlapping tiles functionality.
|
1 year ago |
sigonasr2
|
d601f0945a
|
Scuffed lambda function passing for tile group handling. Need to prep multi-layer rendering for tile groups.
|
1 year ago |
sigonasr2
|
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.
|
1 year ago |
sigonasr2
|
c9fa25a823
|
Slime King Graphics prepared.
|
1 year ago |
sigonasr2
|
36fb89e556
|
Code analysis suggestions implemented.
|
1 year ago |
Nic0Nic0Nii
|
c8dba733d0
|
Added in config parameters for slime king
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
|
1 year ago |
sigonasr2
|
dd78b8f56d
|
Linux build requires C++20 standard and GL compile flag
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
|
1 year ago |
sigonasr2
|
1a18463962
|
Windows and emscripten mouse handling outside window now works!
|
1 year ago |
sigonasr2
|
6dcc7e736d
|
Stupid bullet. Also fixed WIZARD_IDLE animations missing.
|
1 year ago |
Quapsel
|
1a8baf42e9
|
1_1_v2 progress
|
1 year ago |
Quapsel
|
da35becb19
|
1-1 v2 started
|
1 year ago |
sigonasr2
|
cbfcb2793f
|
Player animations now load dynamically from configuration files.
|
1 year ago |