Nic0Nic0Nii
|
eb5bb15918
|
Meteor Effect particles and impact code completed
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
|
1 year ago |
Nic0Nic0Nii
|
50a73a53e7
|
Precast targeting indicator now centered
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
|
1 year ago |
Nic0Nic0Nii
|
21f7278510
|
Condensed and finished pre-casting code. Refactored the way ability casting is handled
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
|
1 year ago |
Nic0Nic0Nii
|
e0b1f74c5f
|
Add precast ability conditions
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
|
2 years ago |
Nic0Nic0Nii
|
7ec58742de
|
Cast bar display implementation
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
|
2 years ago |
Nic0Nic0Nii
|
8d117c42e3
|
Class quick test swapping reimplemented.
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
|
2 years 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>
|
2 years ago |
sigonasr2, Sig, Sigo
|
d3454727cd
|
Warrior refactor completed
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
|
2 years ago |
sigonasr2, Sig, Sigo
|
1f69848049
|
Prep player class structure refactor. Add default destructors to all parent classes.
|
2 years ago |
sigonasr2
|
bcd8569804
|
Move class-specific animation update functions into their own class update functions.
|
2 years ago |
sigonasr2
|
0dfb58a777
|
Add in inherited class structure for effects, so effects can have customized behaviors.
|
2 years ago |
sigonasr2
|
0229982717
|
Added lightning bolt attack, added emitter system
|
2 years ago |
sigonasr2, Sig, Sigo
|
e172483cc6
|
Fade transition added to bridge fade layer and upper foreground layer as well
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
|
2 years ago |
sigonasr2, Sig, Sigo
|
5a0e4d0d01
|
Transition fade added for foreground items.
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
|
2 years ago |
sigonasr2
|
228a3caa0e
|
Upper level and lower level spawning now distinguished in map editor.
|
2 years ago |
sigonasr2
|
0349e5d16e
|
Tidy up map zones, fix upper and lower level collision interactions.
|
2 years ago |
sigonasr2
|
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.
|
2 years ago |
sigonasr2, Sig, Sigo
|
50cb945df4
|
Incomplete tile merging implementation
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
|
2 years ago |
sigonasr2, Sig, Sigo
|
0529de4bf9
|
Add in pathfinding abilities to monster movement strategies.
|
2 years ago |
sigonasr2
|
57d7f3344b
|
Implemented reading spawn zones on maps. Monsters now spawn according to spawn zones.
|
2 years ago |
sigonasr2
|
9a2af45245
|
Add in lower bridge tile zones (horizontal blocks on lower level). Use official map instead of test map.
|
2 years ago |
sigonasr2, Sig, Sigo
|
d494be6970
|
Added collision checks and interactions based on upper/lower level status.
|
2 years ago |
sigonasr2
|
6b81cd6e84
|
Layering rendering now proper.
|
2 years ago |
sigonasr2
|
7348426c71
|
Upper level and lower level rendering handled properly.
|
2 years ago |
sigonasr2
|
69fac079f7
|
Zones caused the player to swap between upper and lower levels.
|
2 years ago |
sigonasr2
|
2b3dfb63aa
|
Staircase incremental movement implemented.
|
2 years ago |
sigonasr2
|
7e4816631c
|
Corrected set position bugs when X axis is not valid while Y is. Corrected staircase collision boxes. Upper Foreground tiles added.
|
2 years ago |
sigonasr2, Sig, Sigo
|
aa56b4a428
|
Include flags for monsters and players to indicate if they are on the upper level or lower level.
|
2 years ago |
sigonasr2
|
ef83e7f865
|
Bridge flags properly enabled and working. Fix image paths in maps.
|
2 years ago |
sigonasr2, Sig, Sigo
|
005c49aa04
|
Read Zone tile data from the map to prepare for special interactions in the game.
|
2 years ago |
sigonasr2, Sig, Sigo
|
d2ab61472a
|
Minor screen shake adjustments
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
|
2 years ago |
sigonasr2, Sig, Sigo
|
d08b3848b8
|
Firebolt bullet speed increased, added slight screen shake on impact and added cooldown timer numbers next to cooldown bars.
|
2 years ago |
sigonasr2
|
78b6113d8e
|
Added mini particles for teleporting.
|
2 years ago |
sigonasr2
|
88666b1d61
|
Fix edge cases when we click too close to the character or too far, still allow max possible distance teleports even when clicked outside of range.
|
2 years ago |
sigonasr2
|
c97886fbbe
|
Fix collision tiles for secondary map sets with offset values based on other tilesets.
|
2 years ago |
sigonasr2, Sig, Sigo
|
408c1d3950
|
Pathfinding algorithm start. Currently freezes in pathfinding loop
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
|
2 years ago |
sigonasr2, Sig, Sigo
|
fac52ec521
|
Teleport animation implemented.
|
2 years ago |
sigonasr2, Sig, Sigo
|
d658bb9973
|
Fix teleport ability, reverse logic in has tile collision. Also use precise collision checking for tiles. Teleporting distance clamping is now proper (650 range)
|
2 years ago |
sigonasr2
|
888d2a91a6
|
Teleport code added in Wizard. Needs more debugging.
|
2 years ago |
sigonasr2
|
ba6bc74f1f
|
Add energy bolt splash effect and fade out.
|
2 years ago |
sigonasr2
|
8c34640e52
|
Fixed bug with bullet events deleting other unrelated bullets.
|
2 years ago |
sigonasr2
|
9aef66db47
|
Refactored all the game classes into derived classes.
|
2 years ago |
sigonasr2
|
1a441914ca
|
Bullets now have derived types.
|
2 years ago |
sigonasr2
|
db7744dad3
|
Wizard energy bolt attack implemented.
|
2 years ago |
sigonasr2
|
9a8859ffe8
|
Adjusted shoot afar AI to account for collision tiles.
|
2 years ago |
sigonasr2
|
46a16b8ae2
|
Changed version display string shadow to match other shadow texts.
Terrain collision map implementation complete.
Made shadow text functions modular.
|
2 years ago |
sigonasr2
|
cdab15d8d3
|
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.
|
2 years ago |
sigonasr2
|
5a8527f51b
|
Add line collision checking to geom2d functions.
|
2 years ago |
sigonasr2
|
60c8317b20
|
Detect connected tile groups and allow for fade out of the foreground layer when the player gets in range. These groups are initialized on level loading and self-expand.
|
2 years ago |
sigonasr2
|
5ffcf3126a
|
Basic foreground layer hiding code implementation.
|
2 years ago |