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 388cf0ba2d Mana costs and ability short names are now displayed on the HUD. 1 year ago
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C++/scripts Update SigScript 1 year ago
assets Mana costs and ability short names are now displayed on the HUD. 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
ATTRIBUTION Added lightning bolt attack, added emitter system 1 year ago
Ability.cpp Mana costs and ability short names are now displayed on the HUD. 1 year ago
Ability.h Mana costs and ability short names are now displayed on the HUD. 1 year ago
Animation.cpp Make the animation speedy. 1 year ago
Animation.h Super big refactor of the animation storage and monster storage system using configuration files. 1 year ago
Arrow.cpp 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. 1 year ago
Buff.h Fix Warrior slowdown cancel bug (#16). Added debug configuration options to display collision and hidden player info on-screen. Release Build 935. 1 year ago
Bullet.cpp 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. 1 year ago
Bullet.h Added tile render depth ordering for bullets and effects to prevent ordering weirdness. 1 year ago
BulletTypes.h Add in Charged Shot ability and allow precasting without the targeting indicator. 1 year ago
ChargedArrow.cpp 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. 1 year ago
Class.h Finish entire class refactor. Class swapping needs to be reimplemented. Fixed shadow color from white to black 1 year ago
ClassDiagram2.cd Tile animations implemented. Fix off-by-one error with tileset identification. 1 year ago
ClassDiagram2.png Tile animations implemented. Fix off-by-one error with tileset identification. 1 year ago
Crawler Populate animation data into map 1 year ago
Crawler.cpp Mana costs and ability short names are now displayed on the HUD. 1 year ago
Crawler.h Mana costs and ability short names are now displayed on the HUD. 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 Water tile reflections implemented. 1 year ago
Crawler.vcxproj Phase 4 implemented. 1 year ago
Crawler.vcxproj.filters Phase 4 implemented. 1 year ago
Crawler_Slime_King_Encounter.txt Mobs can now have ifreames. Add in documentation for slime king encounter and prep a spritesheet for it. 1 year ago
DEFINES.h Mana costs and ability short names are now displayed on the HUD. 1 year ago
DamageNumber.cpp Differentiate between player damage indicators and enemy damage indicators. 1 year ago
DamageNumber.h Differentiate between player damage indicators and enemy damage indicators. 1 year ago
Effect.cpp 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. 1 year ago
Effect.h Added tile render depth ordering for bullets and effects to prevent ordering weirdness. 1 year ago
Emitter.cpp 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
Emitter.h 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
EnergyBolt.cpp 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. 1 year ago
FallingDebris.h Added particle effects for slime king jump and landing. 1 year ago
FireBolt.cpp 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. 1 year ago
InitialConcept.txt Initial setup of Monster structures 1 year ago
LightningBolt.cpp 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. 1 year ago
LightningBoltEmitter.cpp 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. 1 year ago
Map.cpp 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
Map.h Added tile render depth ordering for bullets and effects to prevent ordering weirdness. 1 year ago
Meteor.cpp Added tile render depth ordering for bullets and effects to prevent ordering weirdness. 1 year ago
Monster.cpp Differentiate between player damage indicators and enemy damage indicators. 1 year ago
Monster.h Remove dependency of MonsterAttribute in Monster header to avoid long recompiles. Fix distance snapping on slime king jumps. 1 year ago
MonsterAttribute.h Build 1418. Slime King fight is fully implemented. 1 year ago
MonsterData.cpp Monster spawning now adds to a queue to prevent memory adjustment corruption while inside of monster update functions. 1 year ago
MonsterStrategyHelpers.h Fixed Bullet fixed step movement. Corrected Warrior Block Cooldown (accidently got changed), implemented Turret Monster Strategy. 1 year ago
NewClasses.txt Multishot Ranger ability implemented. 1 year ago
Pathfinding.cpp Added display configuration parameter for debugging pathfinding. Reduced distance threshold for Wizard teleport to prevent jarring returns to previous position. 1 year ago
Pathfinding.h Code analysis suggestions implemented. 1 year ago
Player.cpp Mana costs and ability short names are now displayed on the HUD. 1 year ago
Player.h Mana costs and ability short names are now displayed on the HUD. 1 year ago
PulsatingFire.cpp 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. 1 year ago
RCa12948 Include game icon in executable and game window (such a PITA) 1 year ago
RUN_STRATEGY.cpp Phase 4 implemented. 1 year ago
Ranger.cpp Super big refactor of the animation storage and monster storage system using configuration files. 1 year ago
RunAway.cpp Phase 4 implemented. 1 year ago
RunTowards.cpp Bullets do not die immediately when view goes offscreen anymore. Initial jump states and setup for Slime King are now implemented. 1 year ago
ShootAfar.cpp Bullets do not die immediately when view goes offscreen anymore. Initial jump states and setup for Slime King are now implemented. 1 year ago
SlimeKing.cpp Build 1418. Slime King fight is fully implemented. 1 year ago
Slime_King_Encounter.txt Mobs can now have ifreames. Add in documentation for slime king encounter and prep a spritesheet for it. 1 year ago
State.h Bullets do not die immediately when view goes offscreen anymore. Initial jump states and setup for Slime King are now implemented. 1 year ago
TMXParser.h Tile animations implemented. Fix off-by-one error with tileset identification. 1 year ago
TSXParser.h Redundant collision tile error handling. And allow a flag for abilities to cancel casts (Wizard Teleport) 1 year ago
Thief.cpp Super big refactor of the animation storage and monster storage system using configuration files. 1 year ago
Trapper.cpp Super big refactor of the animation storage and monster storage system using configuration files. 1 year ago
Turret.cpp Remove dependency of MonsterAttribute in Monster header to avoid long recompiles. Fix distance snapping on slime king jumps. 1 year ago
Version.h Mana costs and ability short names are now displayed on the HUD. 1 year ago
Warrior.cpp 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. 1 year ago
Witch.cpp Super big refactor of the animation storage and monster storage system using configuration files. 1 year ago
Wizard.cpp 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. 1 year ago
buildtemplate.html Corrected web build linux script and fixed animations on Turret flower. Issue #19 1 year ago
config.h Player animations now load dynamically from configuration files. 1 year ago
cpp.hint Implement ground slam animation 1 year ago
emscripten_build.ps1 Removed static from struct. Emscripten build now uses C++20. Removed stray safemap cpp file. 1 year ago
loc.sh Ranger only should receive the ranger shooting animation state 1 year ago
ms-vscode.cpptools-1.16.3@linux-x64.vsix Implemented multi-stage jump phase 2 1 year ago
olcPGEX_TransformedView.h Differentiate between player damage indicators and enemy damage indicators. 1 year ago
olcPixelGameEngine.h Added DrawPie function, fix up invisible foreground tiles (was not rendering). 1 year ago
olcUTIL_Animate2D.h Added lightning bolt attack, added emitter system 1 year ago
olcUTIL_Camera2D.h Initial setup of Monster structures 1 year ago
olcUTIL_DataFile.h HasProperty config parameter recursion is now a thing, allowing for subproperties to be checked via the . syntax. 1 year ago
olcUTIL_Geometry2D.h Transition fade added for foreground items. 1 year ago
pge.data Build 1418. Slime King fight is fully implemented. 1 year ago
pge.html Release Build 1100. Camera now starts near the player for a smoother looking pan effect instead of somewhere far off-screen. Custom monster attribute handling now completed and compact. 1 year ago
pge.js Build 1418. Slime King fight is fully implemented. 1 year ago
pge.wasm Build 1418. Slime King fight is fully implemented. 1 year ago
pixelGameEngine.cpp Populate animation data into map 1 year ago
play.html Corrected web build linux script and fixed animations on Turret flower. Issue #19 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
safemap.h Animations that are missing from the animation map now auto-generate after animations have been defined. 1 year ago
sig Populate animation data into map 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
utils.cpp Projectile shot Phase 2 attack and casting animation implemented. 1 year ago
utils.h Projectile shot Phase 2 attack and casting animation implemented. 1 year ago