sigonasr2
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48a8165086
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Added MP restore and consume functions. Converted old direct variable accesses to use these as well. Item restore script completed.
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1 year ago |
sigonasr2
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ba6505b266
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Item category, script, and all other information relating to items now load properly with error-handling and proper property overriding.
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1 year ago |
sigonasr2
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ee5f6f9598
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Added detection of tile sizes and world sizes so different sizes of maps can be rendered.
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1 year ago |
sigonasr2
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2f302f7370
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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.
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1 year ago |
sigonasr2
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10cfb009f7
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Added scaling/tiling capabilities for themes. Safe maps have unordered version.
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1 year ago |
sigonasr2
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3723835cc7
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Switched menu button system to component inheritance system.
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1 year ago |
sigonasr2
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03f2738ead
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Windowing System button controls, stack system, and custom functions implemented.
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1 year ago |
sigonasr2
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b9e1352288
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Keybind system redone, display keybinds and mana costs on HUD.
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1 year ago |
sigonasr2
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388cf0ba2d
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Mana costs and ability short names are now displayed on the HUD.
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1 year ago |
sigonasr2
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b80d791578
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Differentiate between player damage indicators and enemy damage indicators.
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1 year ago |
sigonasr2
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3c3d32bf7e
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Player gains iframes if getting hit by ground slam to prevent insta-gibbing via the spawned bullet ring.
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1 year ago |
sigonasr2
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465fb0b6c2
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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.
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1 year ago |
sigonasr2
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ba8a1bd091
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Monster water reflections implemented.
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1 year ago |
sigonasr2
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4631733497
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Corrected issues with Ability declaration not matching macro. Cast cancelling moves now properly cancel any active cast. All abilities have configurable cancelCast settings.
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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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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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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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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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1 year 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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1 year 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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1 year 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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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 |
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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a86362c801
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Warrior ability custom parameters implemented.
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2 years ago |
Nic0Nic0Nii
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eb1ceb31dd
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Start incorporating Warrior ability properties into config file.
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
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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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918fc112bd
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Rapid fire reimplemented because I goofed?
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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 |
Nic0Nic0Nii
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bcbc10cb7c
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Ranger should be the only one updating the ranger-specific shooting animation
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2 years ago |
Nic0Nic0Nii
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d4183180e1
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Rapid Fire ranger ability implemented.
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
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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
|
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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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 |
sigonasr2
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1faf121bb9
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Casting range clamping. Refactored hurt function to accept an upperlevel check so there's no requirement to do it manually anymore. Converted AoE damage functions for Meteor to use AoE hurt functions built-in. Fix upper bridge targeting indicator rendering.
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2 years ago |
sigonasr2
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88df322042
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Effect particles realigned and particles that are behind the center move to the back.
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2 years ago |
Nic0Nic0Nii
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eb5bb15918
|
Meteor Effect particles and impact code completed
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
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2 years ago |
Nic0Nic0Nii
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50a73a53e7
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Precast targeting indicator now centered
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
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2 years ago |
Nic0Nic0Nii
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5da8b19c34
|
Let's not be stuck repeatedly casting when a prre-cast finishes....
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
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2 years ago |
Nic0Nic0Nii
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21f7278510
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Condensed and finished pre-casting code. Refactored the way ability casting is handled
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
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2 years ago |
Nic0Nic0Nii
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e0b1f74c5f
|
Add precast ability conditions
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
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2 years ago |
Nic0Nic0Nii
|
7ec58742de
|
Cast bar display implementation
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
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2 years ago |
Nic0Nic0Nii
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8d117c42e3
|
Class quick test swapping reimplemented.
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
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2 years ago |
sigonasr2, Sig, Sigo
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c75a01a1ad
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Finish entire class refactor. Class swapping needs to be reimplemented. Fixed shadow color from white to black
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
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2 years ago |
sigonasr2, Sig, Sigo
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d3454727cd
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Warrior refactor completed
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
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2 years ago |
sigonasr2, Sig, Sigo
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1f69848049
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Prep player class structure refactor. Add default destructors to all parent classes.
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2 years ago |
sigonasr2
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0dfb58a777
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Add in inherited class structure for effects, so effects can have customized behaviors.
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2 years ago |