Commit Graph

73 Commits (64823fb2f3fcd50f1d2a13414d619edd3f98655d)

Author SHA1 Message Date
sigonasr2 0fd1d5ee8a Finish stone throw phase/animation for 2nd chapter boss. Adjust animation frames slightly. Correct stone positioning of rock before throw. Rock throw no longer continues rerolling every game frame while Bear AI is running. Release Build 9648. 6 months ago
sigonasr2 eb3562eca3 Knockbacks are disabled on solid monsters. Add in small knockback effect on stone throw hit. Release Build 9641. 6 months ago
sigonasr2 c625b0767e Monsters that ignore terrain collision should not be moved by other solid objects. Hide fade timers and the internal UpdateFadeTime function from inherited bullet types. Add large stone graphic. Apply fixed time step to large stone throw. Add in physics for large stone throw attack. Release Build 9630. 6 months ago
sigonasr2 4a77391dec Create a SpellCircle effect to consolidate the two separate effects. Add a type identifier system for Effects. Finish spawn pillar phase of second chapter boss. Fix bug with the boss display info still appearing despite no longer being in a boss stage if the player leaves a boss level before the text has expired. Release Build 9622. 6 months ago
sigonasr2 09d3b2b233 Fix bug with monsters being able to move solid objects. Make second chapter boss ignore terrain collision. Fix bug with bear slam attack causing knockback to the player when it would hit a monster. Release Build 9613. 6 months ago
sigonasr2 01df50e8da Setup second chapter boss spawn group, template, and map. Fix issues with being able to click stage plates that were hidden behind the menu or off-screen. Fix crash when item drops spawn in a certain position. Release Build 9585. 6 months ago
sigonasr2 c738bdac0b Feather bullet attack speed increased. Clarify why a stage overlay mask is not automatically created if attempting to use one prematurely. Adjusted level tiles, moving bonus boss to its proper tile. Release Build 9578. 6 months ago
sigonasr2 96790c3073 Add 0.25s fade time to generic bullets. Add feather bullet type. Add feather spawning to tornado attack for second bonus boss. Addresses Issue #56. Release Build 9576. 6 months ago
sigonasr2 8c5438b73b Add Chapter 2 boss AI setup. Add Chapter 2 Boss Monster Entry. Add Boss Pillar Monster Entry. Setup Breaking Pillar Monster Strategy. Release Build 9554. 6 months ago
sigonasr2 5f0a516be5 Refactor redundant deactivation variable to now be tied to the fade out time. Make collision checks for bullets with radii of 0 no longer occur. Add mid phase tornado. Release Build 9546. 6 months ago
sigonasr2 15cf736be0 Fix bug involving lingering tornado attack. Reduce size of boss arena so item drops and the end zone ring spawn within player reachable locations. Made item drop locations respect boss arenas. Added mid phase for 2nd chapter bonus boss. Fix boss indicator appearing when no boss is present. Release Build 9534. 6 months ago
sigonasr2 5918846fbd Refactor manual typing of HP Ratios with an HP Ratio function for the monster and player classes. Release Build 9524. 6 months ago
sigonasr2 cfbd4dce97 Fix a bug where hp recovery when at full health still applied passive hp recovery effects. Fix bug with volume transitions not respecting the user's set volume controls when adjusting audio events. Add debris spawning for second bonus boss. Release Build 9522. 6 months ago
sigonasr2 92a3c463f7 Add player velocity adjustment function. Add Wind attack functionality for second bonus boss. Add overlay ease-in transparency. Release Build 9494. 6 months ago
sigonasr2 d500e48e67 Tuned wind streak spawns and settings. Good to go. Release Build 9491. 6 months ago
sigonasr2 df56fec448 Setup wind debris random variables. On the Overworld map selection, the currently selected stage now shows the selection cursor when the mouse cursor is not hovering over another stage to better indicate what stage you are looking at. Release Build 9486. 6 months ago
sigonasr2 1f8c62188b Simplify fade in and fade out bullet code. Remove unnecessary variables. Release Build 9483. 6 months ago
sigonasr2 d3374062fe Added an overlay control class. Optimize and rearrange rendering order of bullets and effects such that all bullets now appear above monsters. Fix a bug involving some objects that are supposed to appear behind the player end up in front when they are aligned on the same tile row. Preparations for wind attack. Release Build 9482. 6 months ago
sigonasr2 3a9bd4afff Move fadeouttimer for bullets to be private scope. Account for hits multiple flag for bullets that strike a player and adds them to the hit list. Coincidentally, this need also address Issue #17. Fix a bug with multi-hit bullets not applying additional hit effects to monsters. Tornado Attack Implemented. Release Build 9473. 6 months ago
sigonasr2 bbdef1cdfb Bullet fade in timer effects added. Added Tornado rings for second bonus boss. Release Build 9455. 6 months ago
sigonasr2 b956a103df Define tornado bullet type and attack. Release Build 9451. 6 months ago
sigonasr2 ad14544418 Add rotation parameter and hit iframe time to bullets. Iframe timers now compares current iframes to the new duration and keeps only the larger amount. Fix bug allowing monsters with jump attacks to still cause knockback and iframes even when the hit does not land. Fly Across attack implemented for second bonus boss. Release Build 9447. 6 months ago
sigonasr2 e1ed802fed Setup Zephy AI phases. Added slight recoil when monsters take damage. Release Build 9434. 6 months ago
sigonasr2 c7b5660a70 Add missing boss indicator to Ursule and fix Ursule's overlay sprite being mirrored to its main sprite. Fix Ursule facing direction not updating correctly before charging. Release Build 9416. 6 months ago
sigonasr2 862d047b06 Move damage numbers to be rendered on top of the HUD instead of below it. Add in boss indicators that appear while a boss is off-screen. Fix bugs with knockback buffs being applied in the wrong location, making them effectively useless. Fix bugs with player velocity being nan when standing directly on top of a monster spawn. Fix idle animation during stone elemental rock toss cast. Reduce enemy collision hitboxes to more sensible and playable numbers with new collision system. Release Build 9413. 6 months ago
sigonasr2 38efe127be Setup framework and stats for Major Hawk and Bonus Chapter 2 Boss. Add in override Hawk strategy behaviors for Major Hawk strategy. Release Build 9353. 6 months ago
sigonasr2 fa0caa5fa9 Implement rock toss and stone pillar spawning behaviors for stone elemental. Refactor HurtEnemies functions to instead hurt any target with targeting flags. Fix bug with player to monster collision not respecting new collision radii. Release Build 9318. 7 months ago
sigonasr2 177d62af58 Added casting spell circle graphic and AI for Stone Elemental Stone Pillar Attack. Added Stone Elemental configuration parameters. Release Build 9283. 7 months ago
sigonasr2 c2b2652810 Update Stone Pillar graphic. Update Stone Pillar Monster data. Include a do nothing strategy. Implement immovable property for monsters. Implement Invulnerable property for monsters. Implement lifetime property for monsters. Include a fadeout timer for when the lifetime expires. Implement capability for monsters to be deleted from the map. Release Build 9271. 7 months ago
sigonasr2 42b8cf5da7 Setup Stone Elemental AI framework. Fix spritesheet alignment for certain animations. Setup animation data. Added casting animations. 7 months ago
sigonasr2 081bc71612 Add in Hawk attack sequence. Add wing flap sound effects. Fix bug with charging towards ground attack not quite reaching ground level. Release Build 9256. 7 months ago
sigonasr2 e9ed495d39 Setup Hawk AI. Fix Hawk Animations. Added a property to ignore tile collisions for monsters. Add in monster artist name in credits. Release Build 9252. 7 months ago
sigonasr2 79b595bbef Added overrides for playing default animations in move towards and run away scripts. Implemented Bomb Goblin AI. Include convenience methods for proximity knockback functions. Prepped AI functions for the Hawk and Stone Elementals. Release Build 9230. 7 months ago
sigonasr2 5c7e5a3ab3 Implement mounted monster behavior and animations that run separately from the main monster itself. Added Goblin Boar Rider AI and Goblin Bow (while on Boar Rider) AI. Added spawn of submonster on death of main mounted monster. Release Build 9199. 7 months ago
sigonasr2 c83f84f29c Setup framework for the goblin boar rider. 7 months ago
sigonasr2 3051422383 Change goblin dagger stab to match new sprite positions and modify animation speeds slightly. Release Build 9180. 7 months ago
sigonasr2 7375d37d99 Added arrow simulation for bow goblins. Added perception levels which increase the accuracy of the shooting monster over time. Refactor bullet update code to be inside the bullet class itself. Release Build 9169. 7 months ago
sigonasr2 cdda8c9a99 Change the radius of ranger's auto attack to use pixel units instead of tile units. Remove hardcoded player acceleration on shooting a player arrow. Refactor monster animation system to incorporate custom animations as part of the main set of animations and handle future 4-way directional animations easily. Release Build 9115. 7 months ago
sigonasr2 00b18355c1 Update Dagger Goblin template to use a distinct icon in maps. Change all monster tileset paths from maps/Monsters to maps/ (game requires all tilesets placed in there). Added slash behaviors for dagger-wielding goblins. Release Build 9037. 7 months ago
sigonasr2 6b6bdf741b Add slight knockback effect on goblin dagger stabs. Release Build 9035. 7 months ago
sigonasr2 c37d52d186 Goblin (Dagger) dagger stab attack implemented. Release Build 9033. 7 months ago
sigonasr2 7320fe9348 Goblin Dagger AI basic behaviors implemented. Release Build 9027. 7 months ago
sigonasr2 f2c18a76a1 Tweak Boar behavior. Fix bug with knockback velocity not being saved when player comes into contact with another monster. Release Build 9019. 8 months ago
sigonasr2 adb35f2ce5 Boar test behaviors and general AI implemented. Release Build 8958. 8 months ago
sigonasr2 4fb84cf365 First half of Boar AI completed. 8 months ago
sigonasr2 965029e224 Add in lockin target time property to regular run towards monster strategy. Yellow Slime Jump target speed increased from 70 -> 90. Yellow Slime Jump lock-in target time increased from 0.0s -> 0.2s. Release Build 8087. 9 months ago
sigonasr2 1abbf05298 Jump targeting lock-on time implemented for Slime King script. 9 months ago
sigonasr2, Sig, Sigo 468302833f Add monster jumping inside run towards monster strategy. 9 months ago
Quapsel ff01195c01 Changed Slime King jump Behaviour in Phase 2 and 3 of the Boss fight. Jumps are now way easier to dodge. It should be possible on every class to win this fight without getting hit. 9 months ago
sigonasr2 dcabc05702 Creating a new character in the desktop build is now fixed. Added NPC interact functionality. 10 months ago