sigonasr2
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81f9ead80a
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Added ghost fading images for retreat ability and facing direction implemented.
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1 year ago |
sigonasr2
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24030733bd
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Fixed fElapsedTime bug going negative seemingly randomly. Thank std::chrono::library::that::is::way::too::annoying::to::use::and::apparently::is::not::ultra::accurate
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1 year ago |
sigonasr2
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9ebe5a21a0
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Implemented Ranger auto attack plus animations.
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1 year ago |
sigonasr2
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79a8dca88a
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Refactor Animation loading to reduce repetition.
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1 year ago |
sigonasr2
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3a880c55a2
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Class abilities are statically set so they are initialized on load to allow for proper swapping.
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1 year 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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1 year ago |
sigonasr2
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73d29a2ab5
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Added lingering field effect.
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1 year ago |
sigonasr2
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88df322042
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Effect particles realigned and particles that are behind the center move to the back.
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1 year ago |
sigonasr2
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bcd8569804
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Move class-specific animation update functions into their own class update functions.
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1 year ago |
sigonasr2
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0dfb58a777
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Add in inherited class structure for effects, so effects can have customized behaviors.
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1 year ago |
sigonasr2
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0229982717
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Added lightning bolt attack, added emitter system
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1 year ago |
sigonasr2
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c7f09d9513
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Fixed a tree that wasn't in the upper foreground layer. Release build 594 created.
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1 year 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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1 year 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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1 year 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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1 year ago |
sigonasr2
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397dd13a28
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Include executable in build.
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1 year ago |
sigonasr2
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57d7f3344b
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Implemented reading spawn zones on maps. Monsters now spawn according to spawn zones.
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1 year ago |
sigonasr2
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9a2af45245
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Add in lower bridge tile zones (horizontal blocks on lower level). Use official map instead of test map.
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1 year ago |
sigonasr2
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6b81cd6e84
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Layering rendering now proper.
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1 year ago |
sigonasr2
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7348426c71
|
Upper level and lower level rendering handled properly.
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1 year ago |
sigonasr2
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69fac079f7
|
Zones caused the player to swap between upper and lower levels.
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1 year ago |
sigonasr2
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2b3dfb63aa
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Staircase incremental movement implemented.
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1 year ago |
sigonasr2
|
7e4816631c
|
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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1 year ago |
sigonasr2
|
ef83e7f865
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Bridge flags properly enabled and working. Fix image paths in maps.
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1 year ago |
sigonasr2
|
3939ee5693
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Fire Bolt implemented.
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1 year ago |
sigonasr2
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78b6113d8e
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Added mini particles for teleporting.
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1 year ago |
sigonasr2
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88666b1d61
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Fix edge cases when we click too close to the character or too far, still allow max possible distance teleports even when clicked outside of range.
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1 year ago |
sigonasr2
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46e3c7f7e7
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Use pathfinding algorithm to determine teleport validity.
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1 year ago |
sigonasr2
|
c97886fbbe
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Fix collision tiles for secondary map sets with offset values based on other tilesets.
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1 year ago |
sigonasr2
|
888d2a91a6
|
Teleport code added in Wizard. Needs more debugging.
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1 year ago |
sigonasr2
|
ba6bc74f1f
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Add energy bolt splash effect and fade out.
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1 year ago |
sigonasr2
|
8c34640e52
|
Fixed bug with bullet events deleting other unrelated bullets.
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1 year ago |
sigonasr2
|
42c5043163
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Death animation now tied to monster data.
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1 year ago |
sigonasr2
|
9aef66db47
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Refactored all the game classes into derived classes.
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1 year ago |
sigonasr2
|
5566eced77
|
Consolidated jump and shoot animations for monsters into MonsterData.
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1 year ago |
sigonasr2
|
1a441914ca
|
Bullets now have derived types.
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1 year ago |
sigonasr2
|
db7744dad3
|
Wizard energy bolt attack implemented.
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1 year ago |
sigonasr2
|
9a8859ffe8
|
Adjusted shoot afar AI to account for collision tiles.
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1 year ago |
sigonasr2
|
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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1 year ago |
sigonasr2
|
cdab15d8d3
|
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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1 year ago |
sigonasr2
|
d9e8c6ddbd
|
Add line to rectangle collision detection in geom2d header.
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1 year ago |
sigonasr2
|
5a8527f51b
|
Add line collision checking to geom2d functions.
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1 year ago |
sigonasr2
|
60c8317b20
|
Detect connected tile groups and allow for fade out of the foreground layer when the player gets in range. These groups are initialized on level loading and self-expand.
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1 year ago |
sigonasr2
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5ffcf3126a
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Basic foreground layer hiding code implementation.
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1 year ago |
sigonasr2
|
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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1 year ago |
sigonasr2
|
d254e169c4
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Added ellipse contains function to Geometry2D.
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1 year ago |
sigonasr2
|
e6268b0edc
|
Can now load maps from other directories.
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1 year ago |
sigonasr2
|
0294fdb8bc
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Flipped logic for firstgid checking with multiple tile layers.
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1 year ago |
sigonasr2
|
2613a9ea33
|
Load a level using its tileset instead.
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1 year ago |
sigonasr2
|
d6e9ade54e
|
Made map data xml tag more specific (output width and height as values). Add load level functionality, changes world size.
|
1 year ago |