The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'! https://forums.lestoria.net
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AdventuresInLestoria/Crawler
sigonasr2 1ea4e6f9ca Merge branch 'master' of http://sig.projectdivar.com/sigonasr2/Crawler 1 year ago
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C++/scripts Add in sig build script and fix integer rounding for green slime and future enemies that have a non-integer scale 1 year ago
assets Chapter 2 added on World Map 1 year ago
utils Add in sig build script and fix integer rounding for green slime and future enemies that have a non-integer scale 1 year ago
Ability.cpp Mana implemented. When not enough mana is available for an ability, a notification appears. 1 year ago
Ability.h Mana implemented. When not enough mana is available for an ability, a notification appears. 1 year ago
Animation.h Wizard energy bolt attack implemented. 1 year ago
Buff.h Implemented Battlecry. Debuff/Buff modifiers. Fixed bug where player can auto attack during a ground slam. 1 year ago
Bullet.cpp Bullets now have derived types. 1 year ago
Bullet.h Bullets now have derived types. 1 year ago
BulletTypes.h Consolidated jump and shoot animations for monsters into MonsterData. 1 year ago
Class.cpp Refactored all the game classes into derived classes. 1 year ago
Class.h Refactored all the game classes into derived classes. 1 year ago
Crawler.cpp Refactored all the game classes into derived classes. 1 year ago
Crawler.h Wizard energy bolt attack implemented. 1 year ago
Crawler.rc File description, project properties, company name, and other meta fields all applied to game executables on build. 1 year ago
Crawler.tiled-project Add hit reset flag for monsters that charge at players such that they must reset it to damage the player with contact damage again. Player spawn location now reads from the level file. Collision tile data loaded. 1 year ago
Crawler.vcxproj Bullets now have derived types. 1 year ago
Crawler.vcxproj.filters Bullets now have derived types. 1 year ago
DEFINES.h Refactored all the game classes into derived classes. 1 year ago
DamageNumber.cpp Auto attacking now based on click position. Damage numbers will stop when they reach a certain height. Monsters not counted in range if dead. 1 year ago
DamageNumber.h Auto attacking now based on click position. Damage numbers will stop when they reach a certain height. Monsters not counted in range if dead. 1 year ago
Effect.cpp Wizard energy bolt attack implemented. 1 year ago
Effect.h Wizard energy bolt attack implemented. 1 year ago
EnergyBolt.cpp Bullets now have derived types. 1 year ago
InitialConcept.txt Initial setup of Monster structures 1 year ago
Map.cpp Detect connected tile groups and allow for fade out of the foreground layer when the player gets in range. These groups are initialized on level loading and self-expand. 1 year ago
Map.h Add hit reset flag for monsters that charge at players such that they must reset it to damage the player with contact damage again. Player spawn location now reads from the level file. Collision tile data loaded. 1 year ago
Monster.cpp Death animation now tied to monster data. 1 year ago
Monster.h Death animation now tied to monster data. 1 year ago
MonsterData.cpp Death animation now tied to monster data. 1 year ago
NewClasses.txt Mana implemented. When not enough mana is available for an ability, a notification appears. 1 year ago
Player.cpp Refactored all the game classes into derived classes. 1 year ago
Player.h Refactored all the game classes into derived classes. 1 year ago
RCa12948 Include game icon in executable and game window (such a PITA) 1 year ago
State.h Sonic Slash implemented for Warrior. Build updated w/new features. 1 year ago
TMXParser.h Add hit reset flag for monsters that charge at players such that they must reset it to damage the player with contact damage again. Player spawn location now reads from the level file. Collision tile data loaded. 1 year ago
TSXParser.h Add hit reset flag for monsters that charge at players such that they must reset it to damage the player with contact damage again. Player spawn location now reads from the level file. Collision tile data loaded. 1 year ago
Version.h Death animation now tied to monster data. 1 year ago
buildtemplate.html Add in sig build script and fix integer rounding for green slime and future enemies that have a non-integer scale 1 year ago
cpp.hint Implement ground slam animation 1 year ago
emscripten_build.ps1 Added emscripten auto-compile capabilities to Release builds. 1 year ago
loc.sh File description, project properties, company name, and other meta fields all applied to game executables on build. 1 year ago
monSlimeA.cpp Consolidated jump and shoot animations for monsters into MonsterData. 1 year ago
olcPGEX_TransformedView.h Implement TransformedView and Camera util 1 year ago
olcPixelGameEngine.h Changed version display string shadow to match other shadow texts. 1 year ago
olcUTIL_Animate2D.h Initial setup of Monster structures 1 year ago
olcUTIL_Camera2D.h Initial setup of Monster structures 1 year ago
olcUTIL_Geometry2D.h Add line to rectangle collision detection in geom2d header. 1 year ago
pge.data Changed version display string shadow to match other shadow texts. 1 year ago
pge.html Test a code update. 1 year ago
pge.js Changed version display string shadow to match other shadow texts. 1 year ago
pge.wasm Changed version display string shadow to match other shadow texts. 1 year ago
pixelGameEngine.cpp Parse TSX files and link map data to map tilesets in Tiled. 1 year ago
resource.h Include game icon in executable and game window (such a PITA) 1 year ago
resource1.h Include game icon in executable and game window (such a PITA) 1 year ago
sig Add in sig build script and fix integer rounding for green slime and future enemies that have a non-integer scale 1 year ago
switch-class.snippet All underlying class differences now applied to code. Preparation for other class implementations. Implemented class swapping via mouse wheel. 1 year ago
update_version.ps1 Implemented auto-incrementing project version numbers. 1 year ago