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 60c8317b20 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
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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 Basic foreground layer hiding code implementation. 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 Sonic Slash implemented for Warrior. Build updated w/new features. 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 Sonic Slash implemented for Warrior. Build updated w/new features. 1 year ago
Bullet.h Sonic Slash implemented for Warrior. Build updated w/new features. 1 year ago
Class.cpp Add Sonic Slash graphics. Fixed Issue #8 such that larger enemies are no longer affected by Battlecry. 1 year ago
Class.h All underlying class differences now applied to code. Preparation for other class implementations. Implemented class swapping via mouse wheel. 1 year ago
Crawler.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
Crawler.h 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
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 Basic foreground layer hiding code implementation. 1 year ago
Crawler.vcxproj 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
Crawler.vcxproj.filters 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
DEFINES.h Sonic Slash implemented for Warrior. Build updated w/new features. 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 Fix bug with missing return value for effect updating. 1 year ago
Effect.h Fix bug with missing return value for effect updating. 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 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
Monster.cpp Sync up monster names with in-game values. Spawners loaded from map data. Spawners now are ellipses instead of circles. Added yellow slime missing death animation. New release build. 1 year ago
Monster.h Sync up monster names with in-game values. Spawners loaded from map data. Spawners now are ellipses instead of circles. Added yellow slime missing death animation. New release build. 1 year ago
MonsterData.cpp Sync up monster names with in-game values. Spawners loaded from map data. Spawners now are ellipses instead of circles. Added yellow slime missing death animation. New release build. 1 year ago
NewClasses.txt Mana implemented. When not enough mana is available for an ability, a notification appears. 1 year ago
Player.cpp Sync up monster names with in-game values. Spawners loaded from map data. Spawners now are ellipses instead of circles. Added yellow slime missing death animation. New release build. 1 year ago
Player.h Mana implemented. When not enough mana is available for an ability, a notification appears. 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 Sync up monster names with in-game values. Spawners loaded from map data. Spawners now are ellipses instead of circles. Added yellow slime missing death animation. New release build. 1 year ago
TSXParser.h Basic foreground layer hiding code implementation. 1 year ago
Version.h 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
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
olcPGEX_TransformedView.h Implement TransformedView and Camera util 1 year ago
olcPixelGameEngine.h Include game icon in executable and game window (such a PITA) 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 Added ellipse contains function to Geometry2D. 1 year ago
pge.data Sync up monster names with in-game values. Spawners loaded from map data. Spawners now are ellipses instead of circles. Added yellow slime missing death animation. New release build. 1 year ago
pge.html Test a code update. 1 year ago
pge.js Sync up monster names with in-game values. Spawners loaded from map data. Spawners now are ellipses instead of circles. Added yellow slime missing death animation. New release build. 1 year ago
pge.wasm Sync up monster names with in-game values. Spawners loaded from map data. Spawners now are ellipses instead of circles. Added yellow slime missing death animation. New release build. 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