Commit Graph

6 Commits (725a858fab891e61c6bc6b417fd06ad30930f39a)

Author SHA1 Message Date
sigonasr2 725a858fab Implemented environmental audio loading in maps. Added stb_vorbis header/cpp file for ogg format support. Converted track parts and sound effect to be ogg instead. 11 months ago
sigonasr2 a2bcee0591 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. 11 months ago
sigonasr2 bbc027609b Setup configuration framework and test music for audio engine. 11 months ago
sigonasr2 296ea1f2e6 Updated all references of Crawler project to now reference Adventures in Lestoria. Fixed a loading bug with the current connection point buttons and information not updating upon loading into the overworld map. Fix component count initialization bug (On Linux and Emscripten builds the component count would start uninitialized and would result in poor depth ordering sometimes. 11 months ago
sigonasr2 4ac15dd1cc XP and level up systems implemented. 11 months ago
sigonasr2 52d36eab3b Properly reset the player's health and mana between stages. 11 months ago
sigonasr2 7852aa7209 Foreground and upper foreground tile fade group algorithm now properly splits up tiles based on relative matching tiles so individual objects by themselves fade out instead of entire groups. 11 months ago
sigonasr2 b81058e296 Moved lower zone of stage 1-1 further left so items landing on the cliff edge are considered on the upper level. Fixed ability/item cast cancelling bug so interrupts properly occur. 11 months ago
sigonasr2 fcb3ee87fd Remove magic number IDs from Monsters and use display names as the key names. Fixed all references to numerical IDs in code. Refreshed all game maps so the monster name enums export as name strings instead of numbers. 11 months ago
sigonasr2 e4fae723c9 Fix up warnings (mostly loss of data cast warnings). When an ability gets interrupted, the key is required to be depressed before another cast attempt can be made. Added collision layer tiles to a few tiles in 1-1 due to ability to walk out-of-bounds. 1 year ago
sigonasr2 45c6d22ee0 Corrected amount values drawn from inventory amt function and GetItemCount() functions. Added ability for Loadout items to be used on the field. Treated as abilities, and setup keybinds. 1 year ago
sigonasr2 a3ac1243d7 Item Drops implemented on monster kills. 1 year ago
sigonasr2 7fe19c6510 Level completed menu should be in its own state to prevent the game from continuing to run in the background. 1 year ago
sigonasr2 eeb24934a3 Added an end zone ring graphic. 1 year ago
sigonasr2 008f6a28f6 Added map tests and map type properties to all maps. 1 year ago
sigonasr2 2fe9f17cdc 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 1 year ago
sigonasr2 f48a6a89b2 Added DrawPie function, fix up invisible foreground tiles (was not rendering). 1 year ago
sigonasr2 1cabb34b94 Added tile render depth ordering for bullets and effects to prevent ordering weirdness. 1 year ago
sigonasr2 465fb0b6c2 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. 1 year ago
sigonasr2 ba8a1bd091 Monster water reflections implemented. 1 year ago
sigonasr2 ac0fbbb174 Move the spawn point back. 1 year ago
sigonasr2 5140b92317 Water tile reflections implemented. 1 year ago
sigonasr2 4cdb73333d 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. 1 year ago
Quapsel 4e03580df1 added animated waterfall tile. added layer 2.5 to 1_1. 1 year ago
Quapsel f110da9a7e 1_1_v2 Monster Spawn location edited 1 year ago
sigonasr2 7941e22aa8 Stacked collision boxes are now handled properly. Map collisions in tilesets has been sealed off. 1 year ago
sigonasr2 e8f6d972ad 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. 1 year ago
sigonasr2 ee16393f85 Fix incorrect ordering of fade layers. 1 year ago
sigonasr2 9811644207 Added all collision tile setups and moved old 1-1 zones and spawns to the new version of the map. 1 year ago
Quapsel c59eb3e7fb 1_1_v2 finished 1 year ago
Quapsel 265e36eda9 1_1_v2 progress 1 year ago
Quapsel 1a8baf42e9 1_1_v2 progress 1 year ago
Quapsel da35becb19 1-1 v2 started 1 year ago