sigonasr2
|
e7760bcf97
|
Wisp Hitbox Radius added as an adjustable second boss script property. Release build 6381.
|
11 months ago |
sigonasr2
|
fed07eddd6
|
Fix boss text display for longer names. Add in GameEvent handling class. Finish second boss AI. Release build 6380.
|
11 months ago |
Nic0Nic0Nii
|
5a16f7757b
|
Implement indexeddb storage for emscripten version. Double running speed of bear charge attack
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
|
11 months ago |
sigonasr2
|
5ed991ec88
|
Boss Phase 3 completed.
|
11 months ago |
sigonasr2
|
9f5bb212f8
|
Added tile environment color manipulation.
|
11 months ago |
sigonasr2
|
4d3b3b4930
|
Phase 1 and 2 implemented.
|
11 months ago |
sigonasr2
|
bc702788cf
|
Bosses no longer have tile collision. Tweaked general pathfinding rules for run towards script.
|
11 months ago |
sigonasr2
|
7a557fe5fc
|
Add overlay sprite feature, extra animations for second boss.
|
11 months ago |
Nic0Nic0Nii
|
aabc9e4cc5
|
Phase 1&2 prepping.
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
|
11 months ago |
Nic0Nic0Nii
|
1490b2b9f9
|
Fix cmake for emscripten, do not include discord files. Add in second boss config preparations
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
|
11 months ago |
sigonasr2
|
86925ef031
|
Bear strategy implemented. Release Build 5823.
|
11 months ago |
sigonasr2
|
3e2bd6feb6
|
Add bear sprite and bear strategy framework.
|
11 months ago |
sigonasr2
|
db9c35f813
|
Wolf behavior implemented. Fixed facing direction behavior for AI scripts.
|
11 months ago |
sigonasr2
|
acaf1bc3bf
|
Attack recovery time on frogs were being ignored. Made move speed stats implementations consistent across both monsters and players. Added shooting sound effects. Begin wolf behavior implementation.
|
11 months ago |
sigonasr2
|
e8d2ec9e9d
|
Frog behavior implemented.
|
11 months ago |
sigonasr2
|
62a2119ab2
|
Initial frog behavior aiming implemented.
|
11 months ago |
sigonasr2
|
296ea1f2e6
|
Updated all references of Crawler project to now reference Adventures in Lestoria. Fixed a loading bug with the current connection point buttons and information not updating upon loading into the overworld map. Fix component count initialization bug (On Linux and Emscripten builds the component count would start uninitialized and would result in poor depth ordering sometimes.
|
11 months ago |
sigonasr2
|
455dd3a818
|
Converted all Monster Strategy IDs to using strings instead of magic numbers, removed magic numbering system from configs.
|
12 months ago |
sigonasr2
|
3f60180b68
|
Build 1418. Slime King fight is fully implemented.
|
1 year ago |
sigonasr2
|
caddaefb02
|
Remove dependency of MonsterAttribute in Monster header to avoid long recompiles. Fix distance snapping on slime king jumps.
|
1 year ago |
sigonasr2
|
de04905983
|
Phase 4 implemented.
|
1 year ago |
sigonasr2
|
76d45f2563
|
Phase 3 patterns implemented.
|
1 year ago |
sigonasr2
|
cf782c29bb
|
Tuned jump delays and values for phase 2.
|
1 year ago |
sigonasr2, Sig, Sigo
|
1bb87eab23
|
Extra implementations in phase 2
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
|
1 year ago |
sigonasr2
|
adf7820093
|
Projectile shot Phase 2 attack and casting animation implemented.
|
1 year ago |
sigonasr2
|
7745010099
|
Change move towards bump behavior to be a chance to stop an instance of this strategy instead.
|
1 year ago |
sigonasr2
|
43b5503661
|
Added particle effects for slime king jump and landing.
|
1 year ago |
sigonasr2
|
465fb0b6c2
|
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.
|
1 year ago |
sigonasr2
|
ee16393f85
|
Fix incorrect ordering of fade layers.
|
1 year ago |
sigonasr2
|
100a3ece57
|
Finished slime king jump attack, account for Z axis when determining damage validity.
|
1 year ago |
sigonasr2
|
942e8e0ef7
|
Bullets do not die immediately when view goes offscreen anymore. Initial jump states and setup for Slime King are now implemented.
|
1 year ago |
sigonasr2
|
efdf696d2c
|
Phase 1 Bullet shot pattern for Slime King implemented.
|
1 year ago |
sigonasr2
|
244ac80d2a
|
Fix std::less comparison for Monster attributes. Cleaned up list deletion for bullets, emitters, and effects. Bullet ring implementation for slime king.
|
1 year ago |
sigonasr2
|
c9fa25a823
|
Slime King Graphics prepared.
|
1 year ago |
Nic0Nic0Nii
|
c8dba733d0
|
Added in config parameters for slime king
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
|
1 year ago |
sigonasr2
|
b1885a1c1e
|
Fixed Bullet fixed step movement. Corrected Warrior Block Cooldown (accidently got changed), implemented Turret Monster Strategy.
|
1 year ago |
sigonasr2
|
6cfb40d642
|
Add custom monster strategy properties for monster config files.
|
1 year ago |
sigonasr2
|
6a12a45cb2
|
Moved all enemy reading over to purely using config files. Removed all enemy enum dependencies. Removed bugs involving loading infinite maps by accident.
|
1 year ago |
sigonasr2
|
13eff22485
|
Super big refactor of the animation storage and monster storage system using configuration files.
|
1 year ago |