Commit Graph

116 Commits (d4d325503eddf7b85acc5859b1c5867886f2b656)

Author SHA1 Message Date
sigonasr2 1319a91d11 Switch to built-in uppercase hexadecimal format display when encoding URIs sending save files (emscripten version). Implement variable find and replace features when loading in Item Enchants. Grammar changes to item enchants config file. Convert numerical values to variable config values in item enchants config file. Release Build 10511. 4 months ago
sigonasr2 23fc505b12 Fix typos and minor descriptions in item enchants file. Enchantment data structures and configuration reading implemented. Release Build 10498. 4 months ago
sigonasr2 db81ac4fc8 Added sample Item Enchant configuration file. 4 months ago
sigonasr2 d7b9d2670e Setup Palm trees to be foreground objects. Prepare all Artificer window dialogs. Release Build 10424. 4 months ago
sigonasr2 57c5a2f579 Move Chapter 2 story to the correct story configuration file. Fix bug where closing a dialog didn't set the state to the previous state the game was in, but instead assumed it was Game Run. Which meant the player could attempt to leave the camp and be presented with the level complete window for no reason. Release Build 10415. 4 months ago
sigonasr2 1230714be2 Artificer initial discussion window menu and setup. Add dialog finish callback function to perform actions once a dialog finishes. 4 months ago
sigonasr2 cf5c63847c Add dialog loading function to call and trigger Dialog game state. Add Artificer Introduction tutorial task. 4 months ago
sigonasr2 fdc02351bb Modify Visual Novel engine to include background alpha controls to allow the Visual Novel and game world drawing to both be rendered at the same time. Add the Dialog game state which represents a Visual Novel and game world to both be running at the same time. 4 months ago
sigonasr2 19f3483b44 Add sound effects for Witch auto attack, Curse of Pain, Throw Poison, and Curse of Death abilities. Release Build 10390. 4 months ago
sigonasr2 864b491c46 Adjust all spaces to tabs for consistent whitespace formatting on source files. Implement Throw Poison Ability. Added general Color Mod Buff so coloring targets a certain color based on applied buff is simpler. Release Build 10389. 4 months ago
sigonasr2 8df671dcab Add in Witch Transform ability setup. Afterimage setup with scanline removal animation effect for Transform ability. Release Build 10347. 4 months ago
sigonasr2 92cc1c7b37 Setup Purple Energy Ball Attack. 4 months ago
sigonasr2 3850cbaef9 Implemented Trapper's Explosive Trap ability. Release Build 10304. 4 months ago
sigonasr2 2420d02f24 Make player dot damage numbers fall instead of rise as well. Remove unused originalRiseSpd damage number member. Refactor buff repeat action system to instead use internal hard-coded restoration functions. Include the target of buffs inside the buff classes themselves so they know what to interact with. Updated Player and Monster AddBuff functions to represent new buff constructor requirements. Implemented Bear Trap ability. Refactored Monster Hit callback for bullets to send the amount of stacks a monster had before getting hit which is used as getting hurt removed a mark stack. Release Build 10300. 4 months ago
sigonasr2 3830ba8840 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. 4 months ago
sigonasr2 0b4b1d6566 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. 4 months ago
sigonasr2 1f1d714dd1 Added shine effect to engine for upcoming Deadly Dash effect. Release Build 10097. 4 months ago
sigonasr2 477c3ab086 Update spell descriptions to fit in class info boxes. Extend height of class info boxes. Add spell names to the class info spell boxes. Release Build 10050. 4 months ago
sigonasr2 ad1dafa0b4 Fix wind speed to check for bullet collisions via microsteps like regular bullets do. Fix bug with danger area color for second chapter boss' shockwave attack not matching config color. Add in new spell descriptions and config variables for the new classes. Release Build 10044. 4 months ago
sigonasr2 7086a8807b Add new item icons. Change safe area indicator colors. Make safe area indicator color configurable. Release Build 10039. 4 months ago
sigonasr2 7bb265e82a Add stone rain attack to second chapter boss. Second Chapter boss AI routine completed. Release Build 10015. 5 months ago
sigonasr2 001d5e1c79 Add ReverseOneShot animation type support to olcUTIL_Animate2D and config files. Stone Tosses into the air for second boss. Release Build 9994. 5 months ago
sigonasr2 aaea75c6c6 Added Item Tests file. Added a check to make sure item loadout slot is not blank when attempting to use the item loadout slot. 95/95 tests passing. Release Build 9944. 5 months ago
sigonasr2 4c72e2f3b4 Incorporate new class graphics (Sans Thief). Unlock new class buttons in character selection window. Release Build 9911. 5 months ago
sigonasr2 6cb3cb4e6d Remove unnecessary dependencies from Test project. Segregate test types into separate source files. Fix bug with drop data not being reset for monster tests. 5 months ago
sigonasr2 b617120867 Implement unit tests for the project. Fix Display Name bug (found in InternalNameCheck unit test). Add Monster Unit Tests. 5 months ago
sigonasr2 1c9641be0c Add in missing placeholder item images. Finish collision checking for shockwave attack. Release Build 9715. 5 months ago
sigonasr2 daad7d82fb Monsters that ignore terrain collision should not be moved by other solid objects. Hide fade timers and the internal UpdateFadeTime function from inherited bullet types. Add large stone graphic. Apply fixed time step to large stone throw. Add in physics for large stone throw attack. Release Build 9630. 5 months ago
sigonasr2 c02d6cdb47 Create a SpellCircle effect to consolidate the two separate effects. Add a type identifier system for Effects. Finish spawn pillar phase of second chapter boss. Fix bug with the boss display info still appearing despite no longer being in a boss stage if the player leaves a boss level before the text has expired. Release Build 9622. 6 months ago
sigonasr2 f24cf38f85 Add 0.25s fade time to generic bullets. Add feather bullet type. Add feather spawning to tornado attack for second bonus boss. Addresses Issue #56. Release Build 9576. 6 months ago
sigonasr2 9c17b3b649 Split up implementation of Pixel from the header file so that the entire pixel game engine header isn't required for Pixels. [WIP] Stage Mask polygon and overlay structures setup. 6 months ago
sigonasr2 efcd3f0bf8 Add Chapter 2 boss AI setup. Add Chapter 2 Boss Monster Entry. Add Boss Pillar Monster Entry. Setup Breaking Pillar Monster Strategy. Release Build 9554. 6 months ago
sigonasr2 a1e04d38d9 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 e4e1a42fc1 On death, Chapter 2 bonus boss clears the wind and overlay if it was in the middle of that attack. Wind speed gets reset when casting timer ends. Add an extra layer to bullet rendering so there is some consistency with rendering even when bullet Draws are overriden. Fix bug w/opening debug.log file once the AiL class has been initialized. Double the iframe time from getting hit by a tornado to prevent double-hits. Setup wind debris projectiles. Release Build 9515. 6 months ago
sigonasr2 831901cc08 Tuned wind streak spawns and settings. Good to go. Release Build 9491. 6 months ago
sigonasr2 3c47cb908e Added an overlay control class. Optimize and rearrange rendering order of bullets and effects such that all bullets now appear above monsters. Fix a bug involving some objects that are supposed to appear behind the player end up in front when they are aligned on the same tile row. Preparations for wind attack. Release Build 9482. 6 months ago
sigonasr2 b7372ec283 Define tornado bullet type and attack. Release Build 9451. 6 months ago
sigonasr2 a39551c356 Change monster data image storing to use an unordered_map instead. Create an optional display name for monsters to use when monster data is being generated to allow for name overrides while retaining unique monster types. Added No XP variant of Hawks. Setup Chapter 2 Bonus Boss spawn. Release Build 9362. 6 months ago
sigonasr2 d6409f4604 Setup framework and stats for Major Hawk and Bonus Chapter 2 Boss. Add in override Hawk strategy behaviors for Major Hawk strategy. Release Build 9353. 6 months ago
sigonasr2 1d5d4d8240 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. 6 months ago
sigonasr2 3e68c9ac9e Update Stone Pillar graphic. Update Stone Pillar Monster data. Include a do nothing strategy. Implement immovable property for monsters. Implement Invulnerable property for monsters. Implement lifetime property for monsters. Include a fadeout timer for when the lifetime expires. Implement capability for monsters to be deleted from the map. Release Build 9271. 7 months ago
sigonasr2 8fa1a72fad Setup Stone Elemental AI framework. Fix spritesheet alignment for certain animations. Setup animation data. Added casting animations. 7 months ago
sigonasr2 b8e1006901 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 3fafcd39f3 Implement mounted monster behavior and animations that run separately from the main monster itself. Added Goblin Boar Rider AI and Goblin Bow (while on Boar Rider) AI. Added spawn of submonster on death of main mounted monster. Release Build 9199. 7 months ago
sigonasr2 2fed323770 Setup framework for the goblin boar rider. 7 months ago
sigonasr2 33d81125df Change the radius of ranger's auto attack to use pixel units instead of tile units. Remove hardcoded player acceleration on shooting a player arrow. Refactor monster animation system to incorporate custom animations as part of the main set of animations and handle future 4-way directional animations easily. Release Build 9115. 7 months ago
sigonasr2 96a8ba56c8 Update Dagger Goblin template to use a distinct icon in maps. Change all monster tileset paths from maps/Monsters to maps/ (game requires all tilesets placed in there). Added slash behaviors for dagger-wielding goblins. Release Build 9037. 7 months ago
sigonasr2 270d70a387 Goblin (Dagger) dagger stab attack implemented. Release Build 9033. 7 months ago
sigonasr2 c03f87aefd Goblin Dagger AI basic behaviors implemented. Release Build 9027. 7 months ago
sigonasr2 7330697806 First half of Boar AI completed. 8 months ago