sigonasr2
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2914aa1972
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When a column matches up in a previous row, we should jump up to that menu item instead.
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1 year ago |
sigonasr2
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60e46a83f2
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Improve keyboard/controller-based menu navigation by separating each row into its own structure.
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1 year ago |
sigonasr2
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03f2738ead
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Windowing System button controls, stack system, and custom functions implemented.
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1 year ago |
sigonasr2
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099e464e2f
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Build 1576. Timer fixed.
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1 year ago |
sigonasr2
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f0169b06ab
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Display DPS tracker + encounter timer
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1 year ago |
sigonasr2
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c4db27a78d
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Boss name overlays added to map editor and game.
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1 year ago |
sigonasr2
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9d08c2547f
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Added Warrior HUD ability icons
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1 year ago |
sigonasr2
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b9e1352288
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Keybind system redone, display keybinds and mana costs on HUD.
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1 year ago |
sigonasr2
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388cf0ba2d
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Mana costs and ability short names are now displayed on the HUD.
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1 year ago |
sigonasr2
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b80d791578
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Differentiate between player damage indicators and enemy damage indicators.
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1 year ago |
sigonasr2
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c68bdcc673
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Cooldown icon indicators.
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1 year ago |
sigonasr2
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f48a6a89b2
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Added DrawPie function, fix up invisible foreground tiles (was not rendering).
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1 year ago |
sigonasr2
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1cabb34b94
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Added tile render depth ordering for bullets and effects to prevent ordering weirdness.
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1 year ago |
sigonasr2
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bc23188d60
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Hitbox fade hints implemented for colliding terrain.
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1 year ago |
sigonasr2
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3f60180b68
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Build 1418. Slime King fight is fully implemented.
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1 year ago |
sigonasr2
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caddaefb02
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Remove dependency of MonsterAttribute in Monster header to avoid long recompiles. Fix distance snapping on slime king jumps.
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1 year ago |
sigonasr2
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de04905983
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Phase 4 implemented.
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1 year ago |
sigonasr2
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76d45f2563
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Phase 3 patterns implemented.
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1 year ago |
sigonasr2
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cf782c29bb
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Tuned jump delays and values for phase 2.
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1 year ago |
sigonasr2
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b57027e13e
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Make the animation speedy.
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1 year ago |
sigonasr2
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adf7820093
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Projectile shot Phase 2 attack and casting animation implemented.
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1 year ago |
sigonasr2
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3c3d32bf7e
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Player gains iframes if getting hit by ground slam to prevent insta-gibbing via the spawned bullet ring.
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1 year ago |
sigonasr2
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0d6b6584d5
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Fix bullet collision and movement code yet again... On slower frame rates bullets were speeding up.
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1 year ago |
sigonasr2
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064d717e27
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HasProperty config parameter recursion is now a thing, allowing for subproperties to be checked via the . syntax.
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1 year ago |
sigonasr2
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7745010099
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Change move towards bump behavior to be a chance to stop an instance of this strategy instead.
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1 year ago |
sigonasr2
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74a31dda2e
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Monster spawning now adds to a queue to prevent memory adjustment corruption while inside of monster update functions.
Monster spawning on phase transition now occurs.
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1 year ago |
sigonasr2
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cb600c8ea4
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Fix Damage Number flickering, add in extra projectile ring when king slime lands for phase 1. Phase 1 complete.
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1 year ago |
sigonasr2
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43b5503661
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Added particle effects for slime king jump and landing.
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1 year ago |
sigonasr2
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14564d814d
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Animations that are missing from the animation map now auto-generate after animations have been defined.
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1 year ago |
sigonasr2
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465fb0b6c2
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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.
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1 year ago |
sigonasr2
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ba8a1bd091
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Monster water reflections implemented.
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1 year ago |
sigonasr2
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4631733497
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Corrected issues with Ability declaration not matching macro. Cast cancelling moves now properly cancel any active cast. All abilities have configurable cancelCast settings.
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1 year ago |
sigonasr2
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ac0fbbb174
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Move the spawn point back.
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1 year ago |
sigonasr2
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5140b92317
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Water tile reflections implemented.
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1 year ago |
sigonasr2
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4cdb73333d
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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.
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1 year ago |
sigonasr2
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d88b747900
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Release build 1226.
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1 year ago |
sigonasr2
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195364e0ab
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Tile animations implemented. Fix off-by-one error with tileset identification.
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1 year ago |
sigonasr2
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7941e22aa8
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Stacked collision boxes are now handled properly. Map collisions in tilesets has been sealed off.
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1 year ago |
sigonasr2
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e8f6d972ad
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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.
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1 year ago |
sigonasr2
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ee16393f85
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Fix incorrect ordering of fade layers.
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1 year ago |
sigonasr2
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100a3ece57
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Finished slime king jump attack, account for Z axis when determining damage validity.
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1 year ago |
sigonasr2
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942e8e0ef7
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Bullets do not die immediately when view goes offscreen anymore. Initial jump states and setup for Slime King are now implemented.
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1 year ago |
sigonasr2
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efdf696d2c
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Phase 1 Bullet shot pattern for Slime King implemented.
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1 year ago |
sigonasr2
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54e72d088e
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Refactored dynamic variable system, removed _ATTRIBUTE and type dependency, and optional default value issues.
Moved all slime kind related stuff out of global monster update loop.
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1 year ago |
sigonasr2
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244ac80d2a
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Fix std::less comparison for Monster attributes. Cleaned up list deletion for bullets, emitters, and effects. Bullet ring implementation for slime king.
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1 year ago |
sigonasr2
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3ee066bb88
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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.
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1 year ago |
sigonasr2
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46ead6262b
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Condense lambda.
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1 year ago |
sigonasr2
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b35aacae03
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Release build 1093. Finally took care of multiple tiles on multiple layers foreground rendering.
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1 year ago |
sigonasr2
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fccca64493
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Fix sprites being indexed funky. Consolidated tile group code, broke some of the overlapping tiles functionality.
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1 year ago |
sigonasr2
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d601f0945a
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Scuffed lambda function passing for tile group handling. Need to prep multi-layer rendering for tile groups.
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1 year ago |