Nic0Nic0Nii
|
5da8b19c34
|
Let's not be stuck repeatedly casting when a prre-cast finishes....
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
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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>
|
1 year ago |
Nic0Nic0Nii
|
7ec58742de
|
Cast bar display implementation
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
|
1 year ago |
Nic0Nic0Nii
|
8d117c42e3
|
Class quick test swapping reimplemented.
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
|
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>
|
1 year ago |
sigonasr2, Sig, Sigo
|
d3454727cd
|
Warrior refactor completed
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
|
1 year ago |
sigonasr2, Sig, Sigo
|
1f69848049
|
Prep player class structure refactor. Add default destructors to all parent classes.
|
1 year ago |
sigonasr2
|
bcd8569804
|
Move class-specific animation update functions into their own class update functions.
|
1 year ago |
sigonasr2
|
0dfb58a777
|
Add in inherited class structure for effects, so effects can have customized behaviors.
|
1 year ago |
sigonasr2, Sig, Sigo
|
93cf655a40
|
Giant meteor and add check for dead targets for lightning bolt chain spread
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
|
1 year ago |
sigonasr2
|
0229982717
|
Added lightning bolt attack, added emitter system
|
1 year 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>
|
1 year ago |
sigonasr2, Sig, Sigo
|
7f3f82a80d
|
Added MAXIMUM_MEMORY flag to emscripten compile. The game is now large enough to require it 👀
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
|
1 year ago |
sigonasr2, Sig, Sigo
|
5a0e4d0d01
|
Transition fade added for foreground items.
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
|
1 year ago |
sigonasr2
|
c7f09d9513
|
Fixed a tree that wasn't in the upper foreground layer. Release build 594 created.
|
1 year ago |
sigonasr2
|
228a3caa0e
|
Upper level and lower level spawning now distinguished in map editor.
|
1 year ago |
sigonasr2
|
0349e5d16e
|
Tidy up map zones, fix upper and lower level collision interactions.
|
1 year 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.
|
1 year ago |
sigonasr2, Sig, Sigo
|
50cb945df4
|
Incomplete tile merging implementation
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
|
1 year ago |
sigonasr2, Sig, Sigo
|
36005ec0b3
|
Correct certain foreground trees not correctly lining up with tile bounds and causing disappearing glitches.
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
|
1 year ago |
sigonasr2, Sig, Sigo
|
0529de4bf9
|
Add in pathfinding abilities to monster movement strategies.
|
1 year ago |
sigonasr2, Sig, Sigo
|
debf151c46
|
Pathfinding now returns the nodes to reach a destination in preparation for use w/AI pathfinding
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
|
1 year ago |
Quapsel
|
cb24484dfe
|
small positions changes for 1-1 objects.
|
1 year ago |
sigonasr2
|
397dd13a28
|
Include executable in build.
|
1 year ago |
Quapsel
|
d804112460
|
placed Monsters for 1-1
|
1 year ago |
sigonasr2
|
57d7f3344b
|
Implemented reading spawn zones on maps. Monsters now spawn according to spawn zones.
|
1 year ago |
sigonasr2
|
9a2af45245
|
Add in lower bridge tile zones (horizontal blocks on lower level). Use official map instead of test map.
|
1 year ago |
sigonasr2, Sig, Sigo
|
d494be6970
|
Added collision checks and interactions based on upper/lower level status.
|
1 year ago |
sigonasr2
|
85af67fa60
|
Example prototype for monster spawning management added in 1-1.
|
1 year ago |
sigonasr2
|
6b81cd6e84
|
Layering rendering now proper.
|
1 year ago |
sigonasr2
|
7348426c71
|
Upper level and lower level rendering handled properly.
|
1 year ago |
sigonasr2
|
69fac079f7
|
Zones caused the player to swap between upper and lower levels.
|
1 year ago |
Quapsel
|
4a18722f93
|
added Spawn Group Locations for 1-1. Spawn Groups still empty.
|
1 year ago |
Quapsel
|
b2a5f3fbfe
|
finished 1-1 part before bridge
|
1 year ago |
sigonasr2
|
2b3dfb63aa
|
Staircase incremental movement implemented.
|
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.
|
1 year ago |
sigonasr2, Sig, Sigo
|
aa56b4a428
|
Include flags for monsters and players to indicate if they are on the upper level or lower level.
|
1 year ago |
sigonasr2
|
ef83e7f865
|
Bridge flags properly enabled and working. Fix image paths in maps.
|
1 year ago |
sigonasr2, Sig, Sigo
|
005c49aa04
|
Read Zone tile data from the map to prepare for special interactions in the game.
|
1 year ago |
sigonasr2, Sig, Sigo
|
d2ab61472a
|
Minor screen shake adjustments
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
|
1 year ago |
sigonasr2, Sig, Sigo
|
d08b3848b8
|
Firebolt bullet speed increased, added slight screen shake on impact and added cooldown timer numbers next to cooldown bars.
|
1 year ago |
sigonasr2
|
3939ee5693
|
Fire Bolt implemented.
|
1 year ago |
sigonasr2
|
78b6113d8e
|
Added mini particles for teleporting.
|
1 year 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.
|
1 year ago |
sigonasr2
|
46e3c7f7e7
|
Use pathfinding algorithm to determine teleport validity.
|
1 year ago |
sigonasr2
|
c97886fbbe
|
Fix collision tiles for secondary map sets with offset values based on other tilesets.
|
1 year ago |
sigonasr2, Sig, Sigo
|
408c1d3950
|
Pathfinding algorithm start. Currently freezes in pathfinding loop
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
|
1 year ago |
sigonasr2, Sig, Sigo
|
fac52ec521
|
Teleport animation implemented.
|
1 year 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)
|
1 year ago |