sigonasr2
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a5abe82594
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Move spawn debug report code to after all initialization.
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10 months ago |
sigonasr2
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aa483f1d5e
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Fixed friend class not working for emscripten builds. Release build 5869.
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11 months ago |
sigonasr2
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c4ee2608f2
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Added basic controller keybind support.
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11 months ago |
sigonasr2
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86925ef031
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Bear strategy implemented. Release Build 5823.
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11 months ago |
sigonasr2
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62a2119ab2
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Initial frog behavior aiming implemented.
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11 months ago |
sigonasr2
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b97afb24bd
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Frog tongue should only hit each entity one time.
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11 months ago |
sigonasr2
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20e452b337
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Smooth movement should respect elapsed time and not be frame-based.
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11 months ago |
sigonasr2
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87cdff2218
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Tongue hitbox should be determined by current length of tongue, not final length.
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11 months ago |
sigonasr2
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8d471fe35e
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Release build 5736
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11 months ago |
sigonasr2
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c18418c4ce
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Cleaned up pathfinding algorithms.
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11 months ago |
sigonasr2
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5f1b07d8b5
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Refactoring A* algorithm to use a set structure instead of an array.
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11 months ago |
sigonasr2
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ece13c0b28
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Added backdrop property and backdrop loading to maps. Release build 5549.
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11 months ago |
sigonasr2
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a2bcee0591
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Moved loading to the fadeout between overworld map and game run state. Added _DEBUG preprocessor checks to prevent debug code from appearing in optimized builds.
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11 months ago |
sigonasr2
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3e1227a899
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Fix bugs with money display in menus. Fix cooldown time value not being set properly while items are being loaded. Release Build 5395.
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11 months ago |
sigonasr2
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1e3a2ecabb
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Title Screen transitions and logo implemented. Added Save File Name label to save file window. Release build 5310.
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11 months ago |
sigonasr2
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4ac15dd1cc
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XP and level up systems implemented.
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11 months ago |
sigonasr2
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126753053f
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Added caching for shadow text for all PGE default drawing functions and viewport drawing functions.
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11 months ago |
sigonasr2
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52d36eab3b
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Properly reset the player's health and mana between stages.
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11 months ago |
sigonasr2
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51cbf81204
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Fix applied buffs bug, older calls to create buffs/debuffs resulted in the wrong value getting set, leading to the intensity of buffs being completely wrong. Increased fade range.
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11 months ago |
sigonasr2
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5d1e0b5a7a
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Completed image caching technique for rendering text using the normal engine draw functions.
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11 months ago |
sigonasr2
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d29f7d47bd
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Implemented string view changes for internal drawing functions and added wrapping support and parameters for draw functions.
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11 months ago |
sigonasr2
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71fe49162d
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Added Merchant/Buy/Sell Menu windows. Added sorted item callbacks for traveling merchant inventory modifications.
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11 months ago |
sigonasr2
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d9e1a1ebaf
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Added Discord Rich Presence integration. Added discord exclusion preprocessor checks in emscripten build. Changed emscripten callbacks to use the browser window instead of the internal body.
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11 months ago |
sigonasr2
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025a89788e
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Fix border display drawing for menus. Fix scrollable window components that went outside to use proper scrolling offsets. Fix issue with same-frame clicking and releasing causing a different button to be selected.
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12 months ago |
sigonasr2
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38729877b8
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Fix up all menu components to integrate with new view port system.
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12 months ago |
sigonasr2
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44fcbc80cd
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Fixed up menu components to not rely on old parent positions.
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12 months ago |
sigonasr2
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2af830d400
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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.
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1 year ago |
sigonasr2
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cfd5586d63
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Remove stray #pragma once lines, update PGE emscripten build so it handles mouse scrolling proper. Add emscripten run script. Build 3146.
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1 year ago |
sigonasr2
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3f9543d93b
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Added more indicators for healing, mana, and interruption.
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1 year ago |
sigonasr2
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933fc16cce
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Add in item drop overlays to HUD.
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1 year ago |
sigonasr2
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88b8f17edb
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Added square skill overlay icons, item drop magnet speed massively increased for the lazy players, and added a draw square pie cooldown function.
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1 year ago |
sigonasr2
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7fe19c6510
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Level completed menu should be in its own state to prevent the game from continuing to run in the background.
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1 year ago |
sigonasr2
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f427928ca6
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Implemented Loadout selection item buttons, corrected inventory window missing category variables, corrected loadout item selection logic, updated inventory window layout.
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1 year ago |
sigonasr2
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0c9a341e89
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Include templates with OLC-3 license at the top of source files. Build 2815.
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1 year ago |
sigonasr2
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795d59f1a4
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Switch to templates for grabbing a component from a menu.
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1 year ago |
sigonasr2
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395b2e3ab8
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World shake fixes again (so it's not tied to FPS)
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1 year ago |
sigonasr2
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2fe9f17cdc
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Background rendering added (again?). Was removed during reflection implementation. Fixed camera shake not reverting back to player targeting after completion. Fixed lost camera targeting upon class switching. Build 2637
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1 year ago |
sigonasr2
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67a5288984
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Implement error-handling (file names and locations) via std::source_location and added CRT debugging memory leak detection.
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1 year ago |
sigonasr2
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76136a3f68
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Added overworld map connection point reading to TMXParser.
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1 year ago |
sigonasr2
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b89311a657
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Build 2407.
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1 year ago |
sigonasr2
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dd2ff24d85
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Converted menu storage to pointers.
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1 year ago |
sigonasr2
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ee5f6f9598
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Added detection of tile sizes and world sizes so different sizes of maps can be rendered.
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1 year ago |
sigonasr2
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099e464e2f
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Build 1576. Timer fixed.
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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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0d6b6584d5
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Fix bullet collision and movement code yet again... On slower frame rates bullets were speeding up.
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1 year ago |
sigonasr2
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ac0fbbb174
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Move the spawn point back.
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1 year ago |
sigonasr2
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5140b92317
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Water tile reflections implemented.
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1 year ago |
sigonasr2
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4cdb73333d
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Release build 1238. Fixed bug with collisions not being enabled on tiles with a class. Fixed a bug with upper level tiles not being rendered proper. Made entire object part of the fade group instead of leaving the bases solid.
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1 year ago |
sigonasr2
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d88b747900
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Release build 1226.
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1 year ago |
sigonasr2
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e8f6d972ad
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Release build 1198. Upper ground/spawn fade group auto detection now properly implemented. Reduced fade out range of spawn groups along the bottom edge. Added wall boundary for the campaign level.
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1 year ago |