Commit Graph

142 Commits (ba8a1bd091d5ef2cff8413df25390736fdc6c168)

Author SHA1 Message Date
sigonasr2 ba8a1bd091 Monster water reflections implemented. 1 year ago
sigonasr2, Sig, Sigo dbc68b8c4b Redundant collision tile error handling. And allow a flag for abilities to cancel casts (Wizard Teleport) 1 year ago
sigonasr2 5140b92317 Water tile reflections implemented. 1 year ago
sigonasr2 4cdb73333d 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. 1 year ago
sigonasr2 195364e0ab Tile animations implemented. Fix off-by-one error with tileset identification. 1 year ago
sigonasr2 d6ef557a1c Comment on why we need overlapping collision rectangles. 1 year ago
sigonasr2, Sig, Sigo 11742b61f9 Populate animation data into map 1 year ago
sigonasr2 7941e22aa8 Stacked collision boxes are now handled properly. Map collisions in tilesets has been sealed off. 1 year ago
sigonasr2, Sig, Sigo 596d4122b4 Added display configuration parameter for debugging pathfinding. Reduced distance threshold for Wizard teleport to prevent jarring returns to previous position. 1 year ago
sigonasr2 8aba4dfc5b Prep animated tile structures. 1 year ago
sigonasr2 e8f6d972ad 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. 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 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 3ee066bb88 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. 1 year ago
Nic0Nic0Nii a69be08a1a Size reduction on slime king per phase. Add in size transition amounts based on time. 1 year ago
sigonasr2 46ead6262b Condense lambda. 1 year ago
sigonasr2 b35aacae03 Release build 1093. Finally took care of multiple tiles on multiple layers foreground rendering. 1 year ago
sigonasr2 fccca64493 Fix sprites being indexed funky. Consolidated tile group code, broke some of the overlapping tiles functionality. 1 year ago
sigonasr2 d601f0945a Scuffed lambda function passing for tile group handling. Need to prep multi-layer rendering for tile groups. 1 year ago
sigonasr2 c75e56d642 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. 1 year ago
sigonasr2 c9fa25a823 Slime King Graphics prepared. 1 year ago
sigonasr2 6dcc7e736d Stupid bullet. Also fixed WIZARD_IDLE animations missing. 2 years ago
sigonasr2 cbfcb2793f Player animations now load dynamically from configuration files. 2 years ago
sigonasr2 023c6f9005 Implement Z axis for monster rendering. Fix up shadow sizing for the player. 2 years ago
sigonasr2 49940fdba1 Mobs can now have ifreames. Add in documentation for slime king encounter and prep a spritesheet for it. 2 years ago
sigonasr2 b1885a1c1e Fixed Bullet fixed step movement. Corrected Warrior Block Cooldown (accidently got changed), implemented Turret Monster Strategy. 2 years 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. 2 years ago
sigonasr2 13eff22485 Super big refactor of the animation storage and monster storage system using configuration files. 2 years ago
sigonasr2 1c2106135d Player configuration file implemented. 2 years ago
sigonasr2 b2d363cdef Ranger configuration file implemented. Added per-step bullet collisions. Fix Release Desktop project setup. 2 years ago
sigonasr2 e96514e0d4 Fix Warrior slowdown cancel bug (#16). Added debug configuration options to display collision and hidden player info on-screen. Release Build 935. 2 years ago
Nic0Nic0Nii bd407aca83 Implement a few more properties 2 years ago
sigonasr2 cacf169668 Add in extra debug access option when reading configuration properties. Implement Wizard Auto attack and teleport configuration options. 2 years ago
sigonasr2 690171497f Refactored class initializations so reading into class list data from config files works properly. 2 years ago
Nic0Nic0Nii 3cb8c43da1 Setup class config file directory structure 2 years ago
Nic0Nic0Nii 1e08589403 Include all map initializations and use configuration file 2 years ago
Nic0Nic0Nii 68393d2b07 Fix indexing and use _ identifiers to please the compiler 2 years ago
Nic0Nic0Nii 11aa50105c Reorganize data file specs and implement custom operator syntax 2 years ago
sigonasr2 f7f29196c5 Graphics configuration file and initial configuration layout setup. 2 years ago
sigonasr2 a0916cfe9b Switch to smart pointer implementation for damage numbers to handle damage combo'ing quick attack displays. 2 years ago
sigonasr2 045441b595 Add in Charged Shot ability and allow precasting without the targeting indicator. 2 years ago
sigonasr2 19c2c198e6 Include pragma regions for specific class abilities and move Ranger stuff (that is actually player-implemented over) 2 years ago
sigonasr2 81f9ead80a Added ghost fading images for retreat ability and facing direction implemented. 2 years ago
Nic0Nic0Nii 664ca68010 Retreat dash back code completed 2 years ago
sigonasr2 24030733bd Fixed fElapsedTime bug going negative seemingly randomly. Thank std::chrono::library::that::is::way::too::annoying::to::use::and::apparently::is::not::ultra::accurate 2 years ago
sigonasr2 9ebe5a21a0 Implemented Ranger auto attack plus animations. 2 years ago
sigonasr2 79a8dca88a Refactor Animation loading to reduce repetition. 2 years ago
sigonasr2 3a880c55a2 Class abilities are statically set so they are initialized on load to allow for proper swapping. 2 years ago