sigonasr2, Sig, Sigo
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17838ffb8b
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9-patch interface code added
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
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1 year ago |
sigonasr2, Sig, Sigo
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3cbb0d1e17
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Implement framework for menu system
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
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1 year ago |
Quapsel
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e846c61c53
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terrain finished for 1_2
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1 year ago |
sigonasr2
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c4db27a78d
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Boss name overlays added to map editor and game.
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1 year ago |
sigonasr2
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13c20abc1c
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Add in ranger ability icons
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1 year ago |
sigonasr2
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66f182ac38
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Implemented Wizard HUD ability icons.
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1 year ago |
sigonasr2
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9d08c2547f
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Added Warrior HUD ability icons
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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 |
Quapsel
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13dece2844
|
1_2 Update
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1 year ago |
sigonasr2
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c68bdcc673
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Cooldown icon indicators.
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1 year ago |
sigonasr2
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f48a6a89b2
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Added DrawPie function, fix up invisible foreground tiles (was not rendering).
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1 year ago |
sigonasr2
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1cabb34b94
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Added tile render depth ordering for bullets and effects to prevent ordering weirdness.
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1 year ago |
sigonasr2
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bc23188d60
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Hitbox fade hints implemented for colliding terrain.
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1 year ago |
sigonasr2
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3f60180b68
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Build 1418. Slime King fight is fully implemented.
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1 year ago |
sigonasr2
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caddaefb02
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Remove dependency of MonsterAttribute in Monster header to avoid long recompiles. Fix distance snapping on slime king jumps.
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1 year ago |
sigonasr2
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de04905983
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Phase 4 implemented.
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1 year ago |
sigonasr2
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76d45f2563
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Phase 3 patterns implemented.
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1 year ago |
sigonasr2
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cf782c29bb
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Tuned jump delays and values for phase 2.
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1 year ago |
sigonasr2, Sig, Sigo
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1bb87eab23
|
Extra implementations in phase 2
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
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1 year ago |
Quapsel
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2f54400e8e
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more tile presets. 1_2 changed to v2 tileset.
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1 year ago |
sigonasr2, Sig, Sigo
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5ca4546bb7
|
Implemented multi-stage jump phase 2
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
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1 year ago |
Quapsel
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fa99b43727
|
crossroad presets added
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1 year ago |
sigonasr2
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adf7820093
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Projectile shot Phase 2 attack and casting animation implemented.
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1 year ago |
sigonasr2
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7745010099
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Change move towards bump behavior to be a chance to stop an instance of this strategy instead.
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1 year ago |
Quapsel
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921b369fac
|
small progress on tile presets
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1 year ago |
sigonasr2
|
43b5503661
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Added particle effects for slime king jump and landing.
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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
|
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, Sig, Sigo
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dbc68b8c4b
|
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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ac0fbbb174
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Move the spawn point back.
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1 year ago |
sigonasr2
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5140b92317
|
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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f67866d370
|
Remove animated water test tile.
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1 year ago |
sigonasr2
|
195364e0ab
|
Tile animations implemented. Fix off-by-one error with tileset identification.
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1 year ago |
Quapsel
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1924dd7463
|
added more tile presets
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1 year ago |
Quapsel
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4e03580df1
|
added animated waterfall tile. added layer 2.5 to 1_1.
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1 year ago |
Quapsel
|
f110da9a7e
|
1_1_v2 Monster Spawn location edited
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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.
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
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1 year ago |
sigonasr2
|
8aba4dfc5b
|
Prep animated tile structures.
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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
|
9811644207
|
Added all collision tile setups and moved old 1-1 zones and spawns to the new version of the map.
|
1 year ago |
Quapsel
|
c47e088938
|
First Tile-Presets created.
|
1 year ago |
Quapsel
|
c59eb3e7fb
|
1_1_v2 finished
|
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
|
efdf696d2c
|
Phase 1 Bullet shot pattern for Slime King 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 |