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
6be3e5e83d
Fix bug involving lingering tornado attack. Reduce size of boss arena so item drops and the end zone ring spawn within player reachable locations. Made item drop locations respect boss arenas. Added mid phase for 2nd chapter bonus boss. Fix boss indicator appearing when no boss is present. Release Build 9534.
6 months ago
sigonasr2
78d2234ccc
Refactor manual typing of HP Ratios with an HP Ratio function for the monster and player classes. Release Build 9524.
6 months ago
sigonasr2
59dcde475a
Fix a bug where hp recovery when at full health still applied passive hp recovery effects. Fix bug with volume transitions not respecting the user's set volume controls when adjusting audio events. Add debris spawning for second bonus boss. Release Build 9522.
6 months ago
sigonasr2
6016316503
Add player velocity adjustment function. Add Wind attack functionality for second bonus boss. Add overlay ease-in transparency. Release Build 9494.
6 months ago
sigonasr2
831901cc08
Tuned wind streak spawns and settings. Good to go. Release Build 9491.
6 months ago
sigonasr2
e83515e6a0
Setup wind debris random variables. On the Overworld map selection, the currently selected stage now shows the selection cursor when the mouse cursor is not hovering over another stage to better indicate what stage you are looking at. Release Build 9486.
6 months ago
sigonasr2
fb6e47fbfa
Simplify fade in and fade out bullet code. Remove unnecessary variables. Release Build 9483.
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
32c0052971
Move fadeouttimer for bullets to be private scope. Account for hits multiple flag for bullets that strike a player and adds them to the hit list. Coincidentally, this need also address Issue #17 . Fix a bug with multi-hit bullets not applying additional hit effects to monsters. Tornado Attack Implemented. Release Build 9473.
6 months ago
sigonasr2
7cf8c0b138
Bullet fade in timer effects added. Added Tornado rings for second bonus boss. Release Build 9455.
6 months ago
sigonasr2
b7372ec283
Define tornado bullet type and attack. Release Build 9451.
6 months ago
sigonasr2
e53f7cb4cd
Add rotation parameter and hit iframe time to bullets. Iframe timers now compares current iframes to the new duration and keeps only the larger amount. Fix bug allowing monsters with jump attacks to still cause knockback and iframes even when the hit does not land. Fly Across attack implemented for second bonus boss. Release Build 9447.
6 months ago
sigonasr2
bea3d5b6ee
Setup Zephy AI phases. Added slight recoil when monsters take damage. Release Build 9434.
6 months ago
sigonasr2
3ed876aa91
Add missing boss indicator to Ursule and fix Ursule's overlay sprite being mirrored to its main sprite. Fix Ursule facing direction not updating correctly before charging. Release Build 9416.
6 months ago
sigonasr2
2d2c123c33
Move damage numbers to be rendered on top of the HUD instead of below it. Add in boss indicators that appear while a boss is off-screen. Fix bugs with knockback buffs being applied in the wrong location, making them effectively useless. Fix bugs with player velocity being nan when standing directly on top of a monster spawn. Fix idle animation during stone elemental rock toss cast. Reduce enemy collision hitboxes to more sensible and playable numbers with new collision system. Release Build 9413.
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
9a9cbe765e
Added casting spell circle graphic and AI for Stone Elemental Stone Pillar Attack. Added Stone Elemental configuration parameters. Release Build 9283.
7 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
f9ad9c4390
Add in Hawk attack sequence. Add wing flap sound effects. Fix bug with charging towards ground attack not quite reaching ground level. Release Build 9256.
7 months ago
sigonasr2
bd14a21793
Setup Hawk AI. Fix Hawk Animations. Added a property to ignore tile collisions for monsters. Add in monster artist name in credits. Release Build 9252.
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
17581cfaf4
Change goblin dagger stab to match new sprite positions and modify animation speeds slightly. Release Build 9180.
7 months ago
sigonasr2
89bc17c0a2
Added arrow simulation for bow goblins. Added perception levels which increase the accuracy of the shooting monster over time. Refactor bullet update code to be inside the bullet class itself. Release Build 9169.
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
b694535812
Add slight knockback effect on goblin dagger stabs. Release Build 9035.
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
5ff64da26a
Tweak Boar behavior. Fix bug with knockback velocity not being saved when player comes into contact with another monster. Release Build 9019.
7 months ago
sigonasr2
ed0d5e2507
Boar test behaviors and general AI implemented. Release Build 8958.
7 months ago
sigonasr2
7330697806
First half of Boar AI completed.
8 months ago
sigonasr2
943996fd7d
Add in lockin target time property to regular run towards monster strategy. Yellow Slime Jump target speed increased from 70 -> 90. Yellow Slime Jump lock-in target time increased from 0.0s -> 0.2s. Release Build 8087.
9 months ago
sigonasr2
931f1db470
Jump targeting lock-on time implemented for Slime King script.
...
Slime King third jump delay increased from 0.6s -> 0.7s. Jump targeting speed increased from 400 -> 1900. Jump target lock-on time set to 0.5 seconds.
Release Build 8084.
9 months ago
sigonasr2, Sig, Sigo
dc6d333e5b
Add monster jumping inside run towards monster strategy.
9 months ago
Quapsel
6f342f7403
Changed Slime King jump Behaviour in Phase 2 and 3 of the Boss fight. Jumps are now way easier to dodge. It should be possible on every class to win this fight without getting hit.
9 months ago
sigonasr2
dcabc05702
Creating a new character in the desktop build is now fixed. Added NPC interact functionality.
10 months ago
sigonasr2
ebf7fcf395
Added NPC structures and new NPCs to the hub map.
10 months ago
Nic0Nic0Nii
1046557ac0
Update sprites for second boss, add config parameters for new behavior.
...
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
10 months ago
Quapsel
c2e5e9aba7
Bear Boss Wisp spawn delay increased. phase 2: 1.6 -> 2.0 phasephase 4: 1.51 -> 1.9
...
git push
10 months ago
Nic0Nic0Nii
4f6d9b09e3
Add Settings menu and an Unlocck All button
...
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
10 months ago
sigonasr2
e3a3328882
Add knockback amount to bear strategy, allowing for configuration.
10 months ago
sigonasr2
e7760bcf97
Wisp Hitbox Radius added as an adjustable second boss script property. Release build 6381.
10 months ago
sigonasr2
fed07eddd6
Fix boss text display for longer names. Add in GameEvent handling class. Finish second boss AI. Release build 6380.
10 months ago
Nic0Nic0Nii
5a16f7757b
Implement indexeddb storage for emscripten version. Double running speed of bear charge attack
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Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
10 months ago