Commit Graph

11 Commits (533c0894856d3c2cbee81562163db31e0bb9e368)

Author SHA1 Message Date
sigonasr2 931f1db470 Jump targeting lock-on time implemented for Slime King script. 9 months ago
sigonasr2 a020f42285 Proposed Slime King AI change will cause phase 3 to start on the bullet pattern instead of the jump pattern if the jump pattern from phase 2 was just executed. 9 months ago
Nic0Nic0Nii 8149db260b Update copyright 2024 for FreeType. Equipment can now have an initial crafting cost. RowItemDisplays will have a craftable and upgradeable tag. 10 months ago
sigonasr2 fed07eddd6 Fix boss text display for longer names. Add in GameEvent handling class. Finish second boss AI. Release build 6380. 10 months ago
Nic0Nic0Nii aabc9e4cc5 Phase 1&2 prepping. 10 months ago
sigonasr2 4aaa954d05 Fix memory reading error for monsters that used the draw strategy function while dead (m value gets reassigned and lost). Adjust ranger arrow shoot speed slightly. Environmental audio is backwards again? 11 months ago
sigonasr2 86925ef031 Bear strategy implemented. Release Build 5823. 11 months ago
sigonasr2 8a1d8868c9 All sound effects now accept positions as well for surround sound effects during combat. 11 months ago
sigonasr2 c7ea530484 Update Overworld Map with new stage plates. Updated stages with spawn zones and end zones. Cleaned up sound effects with extra noise. Updated some sound effects with more appropriate ones. Added sound effects for many events. 11 months ago
sigonasr2 725a858fab Implemented environmental audio loading in maps. Added stb_vorbis header/cpp file for ogg format support. Converted track parts and sound effect to be ogg instead. 11 months ago
sigonasr2 296ea1f2e6 Updated all references of Crawler project to now reference Adventures in Lestoria. Fixed a loading bug with the current connection point buttons and information not updating upon loading into the overworld map. Fix component count initialization bug (On Linux and Emscripten builds the component count would start uninitialized and would result in poor depth ordering sometimes. 11 months ago
sigonasr2 8c986f17db Remove 2018 references for copyrighted files of my origin. 11 months ago
sigonasr2 fa7dfb601f Add game title images, replace all 2023 copyright notices with 2024 copyright notices. 11 months ago
sigonasr2 0e5d871c68 Implemented Mersenne Twister RNG. 11 months ago
sigonasr2 52d36eab3b Properly reset the player's health and mana between stages. 11 months ago
sigonasr2 668a5ca1b1 Item Attribute systems reworked from being an enum class to being a class. Added support for the Buff Item Script to modify items. Implemented Damage Reduction proposal. 11 months ago
sigonasr2 fcb3ee87fd Remove magic number IDs from Monsters and use display names as the key names. Fixed all references to numerical IDs in code. Refreshed all game maps so the monster name enums export as name strings instead of numbers. 12 months ago
sigonasr2 455dd3a818 Converted all Monster Strategy IDs to using strings instead of magic numbers, removed magic numbering system from configs. 12 months ago
sigonasr2 e615831ded Equipment window shows equip stat changes on mouseover. 1 year ago
sigonasr2 2af830d400 FreeType license (required for PGEX_TTF) included in all license notices. Setup project with freetype libraries and includes. Added gamepad PGEX for future gamepad support. 1 year ago
sigonasr2 e4fae723c9 Fix up warnings (mostly loss of data cast warnings). When an ability gets interrupted, the key is required to be depressed before another cast attempt can be made. Added collision layer tiles to a few tiles in 1-1 due to ability to walk out-of-bounds. 1 year ago
sigonasr2 3ff558d44e Added pragma regions to all license comment fields in files and collapsed them. 1 year ago
sigonasr2 2bf45dacef It's 2023 btw 1 year ago
sigonasr2 dd531d1fd7 Apply OLC-3 License to all source files. 1 year ago
sigonasr2 1bf30f4392 Added ability to select a loadout item from the inventory menu screen. 1 year ago
sigonasr2 ee5f6f9598 Added detection of tile sizes and world sizes so different sizes of maps can be rendered. 1 year ago
sigonasr2 2f302f7370 Convert all world size positions to use the map's direct map width and height values instead. Fix a bug where using teleport outside the map crashed the game. 1 year ago
sigonasr2 3f60180b68 Build 1418. Slime King fight is fully implemented. 1 year ago
sigonasr2 caddaefb02 Remove dependency of MonsterAttribute in Monster header to avoid long recompiles. Fix distance snapping on slime king jumps. 1 year ago
sigonasr2 de04905983 Phase 4 implemented. 1 year ago
sigonasr2 76d45f2563 Phase 3 patterns implemented. 1 year ago
sigonasr2 cf782c29bb Tuned jump delays and values for phase 2. 1 year ago
sigonasr2, Sig, Sigo 1bb87eab23 Extra implementations in phase 2 1 year ago
sigonasr2 adf7820093 Projectile shot Phase 2 attack and casting animation implemented. 1 year ago
sigonasr2 3c3d32bf7e Player gains iframes if getting hit by ground slam to prevent insta-gibbing via the spawned bullet ring. 1 year ago
sigonasr2 064d717e27 HasProperty config parameter recursion is now a thing, allowing for subproperties to be checked via the . syntax. 1 year ago
sigonasr2 74a31dda2e Monster spawning now adds to a queue to prevent memory adjustment corruption while inside of monster update functions. 1 year ago
sigonasr2 cb600c8ea4 Fix Damage Number flickering, add in extra projectile ring when king slime lands for phase 1. Phase 1 complete. 1 year ago
sigonasr2 43b5503661 Added particle effects for slime king jump and landing. 1 year ago
sigonasr2 465fb0b6c2 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. 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. 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
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 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. 1 year ago
Nic0Nic0Nii b39bed3958 Implement custom attributes for monsters. 1 year ago
Nic0Nic0Nii a69be08a1a Size reduction on slime king per phase. Add in size transition amounts based on time. 1 year ago