sigonasr2
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ba8a1bd091
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Monster water reflections implemented.
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1 year ago |
sigonasr2, Sig, Sigo
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dbc68b8c4b
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Redundant collision tile error handling. And allow a flag for abilities to cancel casts (Wizard Teleport)
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
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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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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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d6ef557a1c
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Comment on why we need overlapping collision rectangles.
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1 year ago |
sigonasr2, Sig, Sigo
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11742b61f9
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Populate animation data into map
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
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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, Sig, Sigo
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596d4122b4
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Added display configuration parameter for debugging pathfinding. Reduced distance threshold for Wizard teleport to prevent jarring returns to previous position.
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
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1 year ago |
sigonasr2
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8aba4dfc5b
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Prep animated tile structures.
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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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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 |
Nic0Nic0Nii
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a69be08a1a
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Size reduction on slime king per phase. Add in size transition amounts based on time.
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
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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 |
sigonasr2
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c75e56d642
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Setup King Slime encounter, Boss room map setup with spawn and player, made non-infinite. Implemented enemy iframes and added phase framework for the boss.
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1 year ago |
sigonasr2
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c9fa25a823
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Slime King Graphics prepared.
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1 year ago |
sigonasr2
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6dcc7e736d
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Stupid bullet. Also fixed WIZARD_IDLE animations missing.
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2 years ago |
sigonasr2
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cbfcb2793f
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Player animations now load dynamically from configuration files.
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2 years ago |
sigonasr2
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023c6f9005
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Implement Z axis for monster rendering. Fix up shadow sizing for the player.
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2 years ago |
sigonasr2
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49940fdba1
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Mobs can now have ifreames. Add in documentation for slime king encounter and prep a spritesheet for it.
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2 years ago |
sigonasr2
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b1885a1c1e
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Fixed Bullet fixed step movement. Corrected Warrior Block Cooldown (accidently got changed), implemented Turret Monster Strategy.
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2 years ago |
sigonasr2
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6a12a45cb2
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Moved all enemy reading over to purely using config files. Removed all enemy enum dependencies. Removed bugs involving loading infinite maps by accident.
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2 years ago |
sigonasr2
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13eff22485
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Super big refactor of the animation storage and monster storage system using configuration files.
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2 years ago |
sigonasr2
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1c2106135d
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Player configuration file implemented.
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2 years ago |
sigonasr2
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b2d363cdef
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Ranger configuration file implemented. Added per-step bullet collisions. Fix Release Desktop project setup.
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2 years ago |
sigonasr2
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e96514e0d4
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Fix Warrior slowdown cancel bug (#16). Added debug configuration options to display collision and hidden player info on-screen. Release Build 935.
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2 years ago |
Nic0Nic0Nii
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bd407aca83
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Implement a few more properties
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
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2 years ago |
sigonasr2
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cacf169668
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Add in extra debug access option when reading configuration properties. Implement Wizard Auto attack and teleport configuration options.
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2 years ago |
sigonasr2
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690171497f
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Refactored class initializations so reading into class list data from config files works properly.
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2 years ago |
Nic0Nic0Nii
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3cb8c43da1
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Setup class config file directory structure
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
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2 years ago |
Nic0Nic0Nii
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1e08589403
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Include all map initializations and use configuration file
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
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2 years ago |
Nic0Nic0Nii
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68393d2b07
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Fix indexing and use _ identifiers to please the compiler
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
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2 years ago |
Nic0Nic0Nii
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11aa50105c
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Reorganize data file specs and implement custom operator syntax
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
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2 years ago |
sigonasr2
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f7f29196c5
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Graphics configuration file and initial configuration layout setup.
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2 years ago |
sigonasr2
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a0916cfe9b
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Switch to smart pointer implementation for damage numbers to handle damage combo'ing quick attack displays.
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2 years ago |
sigonasr2
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045441b595
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Add in Charged Shot ability and allow precasting without the targeting indicator.
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2 years ago |
sigonasr2
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19c2c198e6
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Include pragma regions for specific class abilities and move Ranger stuff (that is actually player-implemented over)
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2 years ago |
sigonasr2
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81f9ead80a
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Added ghost fading images for retreat ability and facing direction implemented.
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2 years ago |
Nic0Nic0Nii
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664ca68010
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Retreat dash back code completed
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
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2 years ago |
sigonasr2
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24030733bd
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Fixed fElapsedTime bug going negative seemingly randomly. Thank std::chrono::library::that::is::way::too::annoying::to::use::and::apparently::is::not::ultra::accurate
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2 years ago |
sigonasr2
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9ebe5a21a0
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Implemented Ranger auto attack plus animations.
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2 years ago |
sigonasr2
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79a8dca88a
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Refactor Animation loading to reduce repetition.
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2 years ago |
sigonasr2
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3a880c55a2
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Class abilities are statically set so they are initialized on load to allow for proper swapping.
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2 years ago |