Nic0Nic0Nii
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8d117c42e3
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Class quick test swapping reimplemented.
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
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1 year ago |
sigonasr2, Sig, Sigo
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c75a01a1ad
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Finish entire class refactor. Class swapping needs to be reimplemented. Fixed shadow color from white to black
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
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1 year ago |
sigonasr2, Sig, Sigo
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d3454727cd
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Warrior refactor completed
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
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1 year ago |
sigonasr2, Sig, Sigo
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1f69848049
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Prep player class structure refactor. Add default destructors to all parent classes.
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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, Sig, Sigo
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e172483cc6
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Fade transition added to bridge fade layer and upper foreground layer as well
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
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1 year ago |
sigonasr2, Sig, Sigo
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5a0e4d0d01
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Transition fade added for foreground items.
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
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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, Sig, Sigo
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50cb945df4
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Incomplete tile merging implementation
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
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1 year ago |
sigonasr2, Sig, Sigo
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0529de4bf9
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Add in pathfinding abilities to monster movement strategies.
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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, Sig, Sigo
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d494be6970
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Added collision checks and interactions based on upper/lower level status.
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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
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Upper level and lower level rendering handled properly.
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1 year ago |
sigonasr2
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69fac079f7
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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
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7e4816631c
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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, Sig, Sigo
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aa56b4a428
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Include flags for monsters and players to indicate if they are on the upper level or lower level.
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1 year ago |
sigonasr2
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ef83e7f865
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Bridge flags properly enabled and working. Fix image paths in maps.
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1 year ago |
sigonasr2, Sig, Sigo
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005c49aa04
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Read Zone tile data from the map to prepare for special interactions in the game.
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1 year ago |
sigonasr2, Sig, Sigo
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d2ab61472a
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Minor screen shake adjustments
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
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1 year ago |
sigonasr2, Sig, Sigo
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d08b3848b8
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Firebolt bullet speed increased, added slight screen shake on impact and added cooldown timer numbers next to cooldown bars.
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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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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, Sig, Sigo
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408c1d3950
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Pathfinding algorithm start. Currently freezes in pathfinding loop
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
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1 year ago |
sigonasr2, Sig, Sigo
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fac52ec521
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Teleport animation implemented.
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1 year ago |
sigonasr2, Sig, Sigo
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d658bb9973
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Fix teleport ability, reverse logic in has tile collision. Also use precise collision checking for tiles. Teleporting distance clamping is now proper (650 range)
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1 year ago |
sigonasr2
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888d2a91a6
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Teleport code added in Wizard. Needs more debugging.
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1 year ago |
sigonasr2
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ba6bc74f1f
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Add energy bolt splash effect and fade out.
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1 year ago |
sigonasr2
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8c34640e52
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Fixed bug with bullet events deleting other unrelated bullets.
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1 year ago |
sigonasr2
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9aef66db47
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Refactored all the game classes into derived classes.
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1 year ago |
sigonasr2
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1a441914ca
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Bullets now have derived types.
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1 year ago |
sigonasr2
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db7744dad3
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Wizard energy bolt attack implemented.
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1 year ago |
sigonasr2
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9a8859ffe8
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Adjusted shoot afar AI to account for collision tiles.
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1 year ago |
sigonasr2
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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
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cdab15d8d3
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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
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5a8527f51b
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Add line collision checking to geom2d functions.
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1 year ago |
sigonasr2
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60c8317b20
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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
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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
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d254e169c4
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Added ellipse contains function to Geometry2D.
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1 year ago |
sigonasr2
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e6268b0edc
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Can now load maps from other directories.
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1 year ago |
sigonasr2
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0294fdb8bc
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Flipped logic for firstgid checking with multiple tile layers.
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1 year ago |
sigonasr2
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2613a9ea33
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Load a level using its tileset instead.
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1 year ago |