sigonasr2
|
2cb6fe9d87
|
Add unit testing for DOT effects, true damage effects, and applying mark tests to both player tests and monster tests. Fixed bugs related to DOTs not triggering proper damage events and not resetting DOT damage number timers over time. 105/105 unit tests passing. Release Build 10254.
|
5 months ago |
sigonasr2
|
a9b59b5eba
|
Adjust collision radius default based on monster's sheet frame size. Use defined collision radius of a monster instead of 12*SizeMult as that is the actual radius for HurtMonsterType() damage calls (fixes large stone hitting pillars a little too wide in the chapter 2 boss fight). Refactored Bullet check systems to include damage flags: DOT, PLAYER_ABILITY, and NONE. Player abilities flags assigned to all auto attack and abilities that players can launch, in preparation for marked target proccing. Mark Target buff detection added, Mark buff added. Reorganized bullet hierarchy, turning the default bullet into an interface and making the normal Bullet class a base child class all Bullets derive from. Added HurtDamageInfo structure, which is passed onto bullets to modify flags before being applied to the Hurt function when bullets hit targets. Changed all storage containers holding Bullet classes to now hold IBullet classes. Release Build 10248.
|
5 months ago |
sigonasr2
|
55b5cb4738
|
Fix buff items so stat ups for zero intensity values are not applied. Add Move Spd % stat up buff to move speed multiplier calculation function. Boars now lock-on their position when they scratch the ground to prevent surprise turnarounds last second, and make them slightly easier to dodge. Fix bugged pathfinding for Thief Deadly Dash when pointing the cursor at a solid collision tile. Was just absolutely utterly stupidly broken. Fixed of course. Release Build 10183.
|
5 months ago |
sigonasr2
|
9d290aae5a
|
Add Trapper class new animation sheet. Change XP data size from holding 32 bit integers to 64 bit integers due to higher level EXP numbers overflowing the XP counter. Release Build 10172.
|
5 months ago |
sigonasr2
|
5e6f46b85a
|
Add in edge case so movement targeting direction while standing still for Deadly Dash will still work for controllers. Fix bug with Releasing spell key required for precast spells with target indicators, now activate immediately on press. Release Build 10164.
|
5 months ago |
sigonasr2
|
747c9bbffe
|
Add in adrenaline rush buff. Make attack speed bonuses be applied via modifiers. Release Build 10153.
|
5 months ago |
sigonasr2
|
b2fc642723
|
Fix Wizards and Rangers being able to override iframe timer when using Teleport and Retreat respectively. Remove last released key state. Seemed redundant when animation facing direction exists. Make player animation changes be reflected in the facing direction variable. Add pathfinding to Thief's Deadly Dash attack so it can't go through barriers. Added new class counterpoints as equippable classes for the prior weapons. Release Build 10146.
|
5 months ago |
sigonasr2
|
78804d666b
|
Add a distinct sound effect when Hidden Dagger hits a target. Deadly Dash's sound effect updated with a harder hitting sound. Add iframes at the end of Deadly Dash's attack. Footstep playing code now moved into its own function. Appropriate footstep sound plays while Roll is performed. Release Build 10116.
|
5 months ago |
NicoNicoNii
|
11b45499fd
|
Deadly Dash directional fix + Additive Blending toggle.
|
5 months ago |
NicoNicoNii
|
7266e5eb2e
|
Add deadly dash attack sound effects and basic behavior
|
5 months ago |
sigonasr2
|
1450d01edf
|
Add in Deadly Dash state. Change zoom out effect to zoom in when loading into a map. Dramatically decrease effect, too much motion sickness. Add deadly dash animation state. Release Build 10109.
|
5 months ago |
sigonasr2
|
352847ab27
|
Add Thief Roll Ability. Release Build 10093.
|
5 months ago |
sigonasr2
|
5f40ee8306
|
Adjust sword slash effect to accept config values. Add DrawPartialSquishedRotatedDecal to PGE. Performs rotation transform before scale transformation. Add thief animations to animation databases. Setup thief's auto attack ability. Release Build 10053.
|
5 months ago |
sigonasr2
|
1e4266e0cd
|
Add tests for CDR checking. Move Game State initialize change to Main Menu into the actual initialization function instead of hiding inside the Game State's Initialize function. 78/78 tests passing.
|
5 months ago |
sigonasr2
|
9dbc5b46f8
|
Add in illegal stat buff checks and asserts when adding to an unsupported stat buff for both monsters and players. 77/77 tests passing.
|
5 months ago |
sigonasr2
|
fab21ab693
|
Fix bug where move spd % set bonus effect applied two times in a row. 56/56 tests passing. Release Build 9923.
|
5 months ago |
sigonasr2
|
6ea8588feb
|
Add Heal function for monsters. Make player stat functions const return. Add Missing Health bonus stat from buffs. Refactor names of stat functions to be more explicit. Add more stat buff and pct buff checks. Fix up discrepancies with how stat up buffs work for the player. 53/53 passing tests.
|
5 months ago |
sigonasr2
|
ff358a7598
|
Player Equipment set effect tests added.
|
5 months ago |
sigonasr2
|
afff03e201
|
Add a proximity knockback overload function that handles hurt list target types instead. Make large stone toss knockback only apply to targets actually hit. Release Build 9837.
|
5 months ago |
sigonasr2
|
d8c2c615dc
|
Targets already in the air should not be knocked back. Fix image loading dependencies internally within the engine so they work even during unit testing. Rearrange some item initializing functions to occur after the GFX map is reset so all graphics are loaded properly. Release Build 9835.
|
5 months ago |
sigonasr2
|
d6d02cc986
|
Refactor ability use skills to be testable. Add in basic player damage check and ability use unit tests.
|
5 months ago |
sigonasr2
|
1066a7a37d
|
Revamp Player vs Monster collision code. Add in handling for solid objects causing the player to run against the object instead of bouncing off of it. Make solid monsters (pillars) have transparency like foreground terrain when looking behind them. Add terrain collision boxes for these as well. Release Build 9610.
|
6 months ago |
sigonasr2
|
5f0a516be5
|
Refactor redundant deactivation variable to now be tied to the fade out time. Make collision checks for bullets with radii of 0 no longer occur. Add mid phase tornado. Release Build 9546.
|
6 months ago |
sigonasr2
|
5918846fbd
|
Refactor manual typing of HP Ratios with an HP Ratio function for the monster and player classes. Release Build 9524.
|
6 months ago |
sigonasr2
|
cfbd4dce97
|
Fix a bug where hp recovery when at full health still applied passive hp recovery effects. Fix bug with volume transitions not respecting the user's set volume controls when adjusting audio events. Add debris spawning for second bonus boss. Release Build 9522.
|
6 months ago |
sigonasr2
|
a8bb30e12f
|
Fix bug with double rendering. Not using iterator marker to determine what else to draw. Fix bug with maximum health not healing to maximum when health is affected by Health %. Refactored wind speed to be a global value within the game's engine. Included speed reduction properties for wind when warrior blocks. Include projectiles/player being affected by wind and casting to be allowed when pushed by wind. Release Build 9507.
|
6 months ago |
sigonasr2
|
92a3c463f7
|
Add player velocity adjustment function. Add Wind attack functionality for second bonus boss. Add overlay ease-in transparency. Release Build 9494.
|
6 months ago |
sigonasr2
|
35bcdb3ec2
|
Fix accidental removal of knockback reduction for Warriors while blocking. Also add in knockup reduction for Warrior block. Release Build 9484.
|
6 months ago |
sigonasr2
|
ad14544418
|
Add rotation parameter and hit iframe time to bullets. Iframe timers now compares current iframes to the new duration and keeps only the larger amount. Fix bug allowing monsters with jump attacks to still cause knockback and iframes even when the hit does not land. Fly Across attack implemented for second bonus boss. Release Build 9447.
|
6 months ago |
sigonasr2
|
2b6201f641
|
Cherry pick health % not being applied bug from commit f0ea435562 into master branch. Release Build 9424.
|
6 months ago |
sigonasr2
|
17ab92eeee
|
Fix bug with Health % item stats/set effects not being applied to the player. Release Build 9424.
|
6 months ago |
sigonasr2
|
862d047b06
|
Move damage numbers to be rendered on top of the HUD instead of below it. Add in boss indicators that appear while a boss is off-screen. Fix bugs with knockback buffs being applied in the wrong location, making them effectively useless. Fix bugs with player velocity being nan when standing directly on top of a monster spawn. Fix idle animation during stone elemental rock toss cast. Reduce enemy collision hitboxes to more sensible and playable numbers with new collision system. Release Build 9413.
|
6 months ago |
sigonasr2
|
21b8a9c3cb
|
Update No XP/Drop Hawk labels in Tiled Editor. Added spawn controllers, setup multi-tiered spawns. Fixed collision radius bugs. Added Chapter 2 Bonus Boss and Major Hawks Tiled Templates. Fix Stone Elemental Casting circle radius. Release Build 9378.
|
7 months ago |
sigonasr2
|
45be6e80e6
|
Implement Stone Elemental Burrowing attack, fixed Stone Elemental pathfinding towards target location, slightly increased visual indicator for stone pillar cast circle. Fixed sorted rendering for objects that appear before elements with collision. Refactored iteration loops for drawing so they don't cause multiple unnecessary draw iterations. Do not draw monsters that are marked for deletion anymore (prevent sudden pop-in when drawing on the last frame of fading out). Release Build 9350.
|
7 months ago |
sigonasr2
|
fa0caa5fa9
|
Implement rock toss and stone pillar spawning behaviors for stone elemental. Refactor HurtEnemies functions to instead hurt any target with targeting flags. Fix bug with player to monster collision not respecting new collision radii. Release Build 9318.
|
7 months ago |
sigonasr2
|
79b595bbef
|
Added overrides for playing default animations in move towards and run away scripts. Implemented Bomb Goblin AI. Include convenience methods for proximity knockback functions. Prepped AI functions for the Hawk and Stone Elementals. Release Build 9230.
|
7 months ago |
sigonasr2
|
cc3a95094a
|
Update knockback logic and formula again. Release Build 9177.
|
7 months ago |
sigonasr2
|
7375d37d99
|
Added arrow simulation for bow goblins. Added perception levels which increase the accuracy of the shooting monster over time. Refactor bullet update code to be inside the bullet class itself. Release Build 9169.
|
7 months ago |
sigonasr2
|
280a321abb
|
Fix Ranger's Rapid Fire and Multi Shot abilities not abiding by the new Arrow constructor. Arrows once again have the correct acceleration and can hit monsters. Fix bug with knockback being applied while the player has iframes. Fix bug with Slime King constantly applying knockback to the player due to no iframes. Release Build 9152.
|
7 months ago |
sigonasr2
|
f2c18a76a1
|
Tweak Boar behavior. Fix bug with knockback velocity not being saved when player comes into contact with another monster. Release Build 9019.
|
8 months ago |
sigonasr2
|
bdf126820a
|
Add in breadcrumb re-exploration for minimaps. Release Build 8921.
|
8 months ago |
sigonasr2
|
bba33d43d2
|
Change checkmark from being two line decals to being a single decal. (Note: There is a bug with ViewPort PGEX's line clipping.) Fix scrolling navigation for menus where the navigation doesn't reset the actual scrolling. Corrects Issue #37. Added exit ring indicator on minimap. Auto Pause game setting added. Auto Pause behavior changed to only pause on taking damage when the window is not focused. Release Build 8901.
|
8 months ago |
sigonasr2
|
2e39c0a3f5
|
Implemented minimap HUD overlay and included miniature player marker. Rearranged initialization of player animations in loading process. Release Build 8851.
|
8 months ago |
sigonasr2
|
64a25dc66c
|
Minimap chunk revealing and updating is now stored in user save files. Fix minimap map alignment to match the tile size of the map (The camp has a different base tile size). Release Build 8825.
|
8 months ago |
sigonasr2
|
089e84134f
|
Minimap chunk revealing implemented. Release Build 8781.
|
8 months ago |
sigonasr2
|
c378939994
|
Setup chunk data structure and move black minimap outline rendering to the sprite instead of doing it in the decal rendering. Release Build 8767.
|
8 months ago |
sigonasr2
|
4306f4eab8
|
Switch to storing unique pointers for the monsters list instead of objects. Added a source monster for frog tongues to remain attached to so they follow the monster that they originated from. Release Build 8734.
|
8 months ago |
sigonasr2
|
99d449400b
|
Fix bug with leaving a stage via the pause menu while not having cleared a stage causing the unlock to still occur. Release Build 8656.
|
8 months ago |
sigonasr2
|
02e7d5665a
|
Added vignette effect when taking damage. Release Build 8614.
|
8 months ago |
sigonasr2
|
78082c6bd4
|
gcc needs a float cast for std::min
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
|
8 months ago |