sigonasr2
|
ce1a2adf81
|
Should not require pointers for its own self in Crawler class' update loop.
|
1 year ago |
sigonasr2
|
773f72a45c
|
Main Menu and Game Play state switching.
|
1 year ago |
sigonasr2
|
43661ee07f
|
Game State System Setup
|
1 year ago |
sigonasr2
|
d3f26d4bb0
|
Render all background windows, foreground window is the only one with direct focus. Background windows are darkened.
|
1 year ago |
sigonasr2
|
203290c94a
|
Added static tileset world optimization and generation features.
|
1 year ago |
sigonasr2
|
ee5f6f9598
|
Added detection of tile sizes and world sizes so different sizes of maps can be rendered.
|
1 year ago |
sigonasr2
|
2f302f7370
|
Convert all world size positions to use the map's direct map width and height values instead. Fix a bug where using teleport outside the map crashed the game.
|
1 year ago |
sigonasr2
|
9246852c25
|
Theme keys are now sorted when loading so they appear in the right order down the line.
|
1 year ago |
sigonasr2
|
10cfb009f7
|
Added scaling/tiling capabilities for themes. Safe maps have unordered version.
|
1 year ago |
sigonasr2
|
999855c6e8
|
Proper theming controls added, attributes are now an inheritable interface for anything.
|
1 year ago |
sigonasr2, Sig, Sigo
|
bff7eabef5
|
Debug map toggle configuration paramater added. Added in tiled and scaled versions of interface 9-patch patterning.
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
|
1 year ago |
sigonasr2, Sig, Sigo
|
17838ffb8b
|
9-patch interface code added
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
|
1 year ago |
sigonasr2
|
3723835cc7
|
Switched menu button system to component inheritance system.
|
1 year ago |
sigonasr2
|
03f2738ead
|
Windowing System button controls, stack system, and custom functions implemented.
|
2 years ago |
sigonasr2
|
099e464e2f
|
Build 1576. Timer fixed.
|
2 years ago |
sigonasr2
|
f0169b06ab
|
Display DPS tracker + encounter timer
|
2 years ago |
sigonasr2
|
c4db27a78d
|
Boss name overlays added to map editor and game.
|
2 years ago |
sigonasr2
|
9d08c2547f
|
Added Warrior HUD ability icons
|
2 years ago |
sigonasr2
|
b9e1352288
|
Keybind system redone, display keybinds and mana costs on HUD.
|
2 years ago |
sigonasr2
|
388cf0ba2d
|
Mana costs and ability short names are now displayed on the HUD.
|
2 years ago |
sigonasr2
|
b80d791578
|
Differentiate between player damage indicators and enemy damage indicators.
|
2 years ago |
sigonasr2
|
c68bdcc673
|
Cooldown icon indicators.
|
2 years ago |
sigonasr2
|
f48a6a89b2
|
Added DrawPie function, fix up invisible foreground tiles (was not rendering).
|
2 years ago |
sigonasr2
|
1cabb34b94
|
Added tile render depth ordering for bullets and effects to prevent ordering weirdness.
|
2 years ago |
sigonasr2
|
bc23188d60
|
Hitbox fade hints implemented for colliding terrain.
|
2 years ago |
sigonasr2, Sig, Sigo
|
5ca4546bb7
|
Implemented multi-stage jump phase 2
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
|
2 years ago |
sigonasr2
|
0d6b6584d5
|
Fix bullet collision and movement code yet again... On slower frame rates bullets were speeding up.
|
2 years ago |
sigonasr2
|
74a31dda2e
|
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.
|
2 years ago |
sigonasr2
|
cb600c8ea4
|
Fix Damage Number flickering, add in extra projectile ring when king slime lands for phase 1. Phase 1 complete.
|
2 years 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.
|
2 years ago |
sigonasr2
|
ba8a1bd091
|
Monster water reflections implemented.
|
2 years ago |
sigonasr2, Sig, Sigo
|
dbc68b8c4b
|
Redundant collision tile error handling. And allow a flag for abilities to cancel casts (Wizard Teleport)
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
|
2 years ago |
sigonasr2
|
5140b92317
|
Water tile reflections implemented.
|
2 years 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.
|
2 years ago |
sigonasr2
|
195364e0ab
|
Tile animations implemented. Fix off-by-one error with tileset identification.
|
2 years ago |
sigonasr2
|
d6ef557a1c
|
Comment on why we need overlapping collision rectangles.
|
2 years ago |
sigonasr2, Sig, Sigo
|
11742b61f9
|
Populate animation data into map
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
|
2 years ago |
sigonasr2
|
7941e22aa8
|
Stacked collision boxes are now handled properly. Map collisions in tilesets has been sealed off.
|
2 years 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.
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
|
2 years ago |
sigonasr2
|
8aba4dfc5b
|
Prep animated tile structures.
|
2 years 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.
|
2 years ago |
sigonasr2
|
ee16393f85
|
Fix incorrect ordering of fade layers.
|
2 years ago |
sigonasr2
|
100a3ece57
|
Finished slime king jump attack, account for Z axis when determining damage validity.
|
2 years ago |
sigonasr2
|
942e8e0ef7
|
Bullets do not die immediately when view goes offscreen anymore. Initial jump states and setup for Slime King are now implemented.
|
2 years 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.
|
2 years 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.
|
2 years ago |
Nic0Nic0Nii
|
a69be08a1a
|
Size reduction on slime king per phase. Add in size transition amounts based on time.
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
|
2 years ago |
sigonasr2
|
46ead6262b
|
Condense lambda.
|
2 years ago |
sigonasr2
|
b35aacae03
|
Release build 1093. Finally took care of multiple tiles on multiple layers foreground rendering.
|
2 years ago |
sigonasr2
|
fccca64493
|
Fix sprites being indexed funky. Consolidated tile group code, broke some of the overlapping tiles functionality.
|
2 years ago |