sigonasr2
|
57d7f3344b
|
Implemented reading spawn zones on maps. Monsters now spawn according to spawn zones.
|
1 year ago |
sigonasr2
|
9a2af45245
|
Add in lower bridge tile zones (horizontal blocks on lower level). Use official map instead of test map.
|
1 year ago |
sigonasr2, Sig, Sigo
|
d494be6970
|
Added collision checks and interactions based on upper/lower level status.
|
1 year ago |
sigonasr2
|
6b81cd6e84
|
Layering rendering now proper.
|
1 year ago |
sigonasr2
|
7348426c71
|
Upper level and lower level rendering handled properly.
|
1 year ago |
sigonasr2
|
69fac079f7
|
Zones caused the player to swap between upper and lower levels.
|
1 year ago |
sigonasr2
|
2b3dfb63aa
|
Staircase incremental movement implemented.
|
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.
|
1 year ago |
sigonasr2, Sig, Sigo
|
aa56b4a428
|
Include flags for monsters and players to indicate if they are on the upper level or lower level.
|
1 year ago |
sigonasr2
|
ef83e7f865
|
Bridge flags properly enabled and working. Fix image paths in maps.
|
1 year ago |
sigonasr2, Sig, Sigo
|
005c49aa04
|
Read Zone tile data from the map to prepare for special interactions in the game.
|
1 year ago |
sigonasr2, Sig, Sigo
|
d2ab61472a
|
Minor screen shake adjustments
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
|
1 year ago |
sigonasr2, Sig, Sigo
|
d08b3848b8
|
Firebolt bullet speed increased, added slight screen shake on impact and added cooldown timer numbers next to cooldown bars.
|
1 year ago |
sigonasr2
|
78b6113d8e
|
Added mini particles for teleporting.
|
1 year ago |
sigonasr2
|
88666b1d61
|
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.
|
1 year ago |
sigonasr2
|
c97886fbbe
|
Fix collision tiles for secondary map sets with offset values based on other tilesets.
|
1 year ago |
sigonasr2, Sig, Sigo
|
408c1d3950
|
Pathfinding algorithm start. Currently freezes in pathfinding loop
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
|
1 year ago |
sigonasr2, Sig, Sigo
|
fac52ec521
|
Teleport animation implemented.
|
1 year ago |
sigonasr2, Sig, Sigo
|
d658bb9973
|
Fix teleport ability, reverse logic in has tile collision. Also use precise collision checking for tiles. Teleporting distance clamping is now proper (650 range)
|
1 year ago |
sigonasr2
|
888d2a91a6
|
Teleport code added in Wizard. Needs more debugging.
|
1 year ago |
sigonasr2
|
ba6bc74f1f
|
Add energy bolt splash effect and fade out.
|
1 year ago |
sigonasr2
|
8c34640e52
|
Fixed bug with bullet events deleting other unrelated bullets.
|
1 year ago |
sigonasr2
|
9aef66db47
|
Refactored all the game classes into derived classes.
|
1 year ago |
sigonasr2
|
1a441914ca
|
Bullets now have derived types.
|
1 year ago |
sigonasr2
|
db7744dad3
|
Wizard energy bolt attack implemented.
|
1 year ago |
sigonasr2
|
9a8859ffe8
|
Adjusted shoot afar AI to account for collision tiles.
|
1 year ago |
sigonasr2
|
46a16b8ae2
|
Changed version display string shadow to match other shadow texts.
Terrain collision map implementation complete.
Made shadow text functions modular.
|
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.
|
1 year ago |
sigonasr2
|
5a8527f51b
|
Add line collision checking to geom2d functions.
|
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.
|
1 year ago |
sigonasr2
|
5ffcf3126a
|
Basic foreground layer hiding code implementation.
|
1 year ago |
sigonasr2
|
b2eda563f2
|
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.
|
1 year ago |
sigonasr2
|
d254e169c4
|
Added ellipse contains function to Geometry2D.
|
1 year ago |
sigonasr2
|
e6268b0edc
|
Can now load maps from other directories.
|
1 year ago |
sigonasr2
|
0294fdb8bc
|
Flipped logic for firstgid checking with multiple tile layers.
|
1 year ago |
sigonasr2
|
2613a9ea33
|
Load a level using its tileset instead.
|
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 |
sigonasr2
|
cf87c25f63
|
Parse TSX files and link map data to map tilesets in Tiled.
|
1 year ago |
sigonasr2
|
8d5d509c7c
|
Level loading modularized. Levels auto-load/cache tilesets that are already loaded and shared between maps.
|
1 year ago |
sigonasr2
|
b4d6d1cd09
|
Fix up tileset displays and enable the ability to have multiple tilesets in one map for the parser.
|
1 year ago |
sigonasr2
|
635f580ba6
|
Proper handling of names with spaces in parsing.
|
1 year ago |
sigonasr2
|
5967b1823f
|
Fix up TMXParser. Make the map levels not as buggy to edit.
|
1 year ago |
sigonasr2
|
ccfeae19d4
|
Sonic Slash implemented for Warrior. Build updated w/new features.
|
2 years ago |
sigonasr2
|
77bd085908
|
Mana implemented. When not enough mana is available for an ability, a notification appears.
|
2 years ago |
sigonasr2
|
6d4c069fe4
|
Implemented Battlecry. Debuff/Buff modifiers. Fixed bug where player can auto attack during a ground slam.
|
2 years ago |
sigonasr2
|
e68d310034
|
Shrink the version numbers down a little bit more.
|
2 years ago |
sigonasr2
|
26aeb8d440
|
Implemented auto-incrementing project version numbers.
|
2 years ago |
sigonasr2
|
9e6573729e
|
All underlying class differences now applied to code. Preparation for other class implementations. Implemented class swapping via mouse wheel.
|
2 years ago |
sigonasr2
|
21368f6f95
|
Define and setup internal class attributes.
|
2 years ago |
sigonasr2
|
e090bc775d
|
Implemented blocking. Made player abilities dynamic instead of fixed for class expansion preparation.
|
2 years ago |