sigonasr2
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f0169b06ab
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Display DPS tracker + encounter timer
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1 year ago |
sigonasr2
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c4db27a78d
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Boss name overlays added to map editor and game.
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1 year ago |
sigonasr2
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b80d791578
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Differentiate between player damage indicators and enemy damage indicators.
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1 year ago |
sigonasr2
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3f60180b68
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Build 1418. Slime King fight is fully implemented.
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1 year ago |
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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cf782c29bb
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Tuned jump delays and values for phase 2.
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1 year ago |
sigonasr2, Sig, Sigo
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1bb87eab23
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Extra implementations in phase 2
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
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1 year ago |
sigonasr2
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7745010099
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Change move towards bump behavior to be a chance to stop an instance of this strategy instead.
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1 year ago |
sigonasr2
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74a31dda2e
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Monster spawning now adds to a queue to prevent memory adjustment corruption while inside of monster update functions.
Monster spawning on phase transition now occurs.
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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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465fb0b6c2
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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.
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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 |
sigonasr2
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244ac80d2a
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Fix std::less comparison for Monster attributes. Cleaned up list deletion for bullets, emitters, and effects. Bullet ring implementation for slime king.
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1 year ago |
Nic0Nic0Nii
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a1a35fabd0
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Emscripten build seems to refuse
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
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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 |
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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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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2 years 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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2 years 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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2 years 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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2 years ago |
Nic0Nic0Nii
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8d117c42e3
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Class quick test swapping reimplemented.
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
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2 years 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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2 years ago |
sigonasr2, Sig, Sigo
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d3454727cd
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Warrior refactor completed
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
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2 years 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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2 years ago |
sigonasr2
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0349e5d16e
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Tidy up map zones, fix upper and lower level collision interactions.
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2 years ago |
sigonasr2
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a6c818b179
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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.
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2 years 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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2 years ago |
sigonasr2
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6b81cd6e84
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Layering rendering now proper.
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2 years ago |
sigonasr2
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7348426c71
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Upper level and lower level rendering handled properly.
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2 years ago |
sigonasr2
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7e4816631c
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Corrected set position bugs when X axis is not valid while Y is. Corrected staircase collision boxes. Upper Foreground tiles added.
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2 years 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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2 years ago |
sigonasr2
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3939ee5693
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Fire Bolt implemented.
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2 years ago |
sigonasr2
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ba6bc74f1f
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Add energy bolt splash effect and fade out.
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2 years ago |
sigonasr2
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42c5043163
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Death animation now tied to monster data.
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2 years ago |
sigonasr2
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5566eced77
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Consolidated jump and shoot animations for monsters into MonsterData.
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2 years ago |
sigonasr2
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1a441914ca
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Bullets now have derived types.
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2 years ago |
sigonasr2
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9a8859ffe8
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Adjusted shoot afar AI to account for collision tiles.
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2 years ago |
sigonasr2
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46a16b8ae2
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Changed version display string shadow to match other shadow texts.
Terrain collision map implementation complete.
Made shadow text functions modular.
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2 years 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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2 years ago |
sigonasr2
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5a8527f51b
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Add line collision checking to geom2d functions.
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2 years 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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2 years ago |