Commit Graph

12 Commits (7703a64d02ac7fdf903e9f861ff8ab382a804524)

Author SHA1 Message Date
sigonasr2 0add68396f Finished slime king jump attack, account for Z axis when determining damage validity. 2 years ago
sigonasr2 0ddfda2a0a Bullets do not die immediately when view goes offscreen anymore. Initial jump states and setup for Slime King are now implemented. 2 years ago
sigonasr2 82e4a1024f Phase 1 Bullet shot pattern for Slime King implemented. 2 years ago
sigonasr2 4d3a827437 Refactored dynamic variable system, removed _ATTRIBUTE and type dependency, and optional default value issues. 2 years ago
sigonasr2 334b2d49cf Fix std::less comparison for Monster attributes. Cleaned up list deletion for bullets, emitters, and effects. Bullet ring implementation for slime king. 2 years ago
sigonasr2 8a1b9d6b74 Release Build 1100. Camera now starts near the player for a smoother looking pan effect instead of somewhere far off-screen. Custom monster attribute handling now completed and compact. 2 years ago
Nic0Nic0Nii 4c8e43e093 Emscripten build seems to refuse 2 years ago
Nic0Nic0Nii 48bdcfe36f Okay, this is more sane. Templates removed and Set does a check to make sure it's the correct type. 2 years ago
Nic0Nic0Nii 9a367d3386 Implement custom attributes for monsters. 2 years ago
Nic0Nic0Nii fc65c8bcdf Size reduction on slime king per phase. Add in size transition amounts based on time. 2 years ago
sigonasr2 d041d9f408 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. 2 years ago
Nic0Nic0Nii f7069262c0 Added in config parameters for slime king 2 years ago