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 a0916cfe9b Switch to smart pointer implementation for damage numbers to handle damage combo'ing quick attack displays. 1 year ago
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C++/scripts Added MAXIMUM_MEMORY flag to emscripten compile. The game is now large enough to require it 👀 1 year ago
assets Switch to smart pointer implementation for damage numbers to handle damage combo'ing quick attack displays. 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 Add in Charged Shot ability and allow precasting without the targeting indicator. 1 year ago
Ability.h Add in Charged Shot ability and allow precasting without the targeting indicator. 1 year ago
Animation.cpp Add in Charged Shot ability and allow precasting without the targeting indicator. 1 year ago
Animation.h Add in Charged Shot ability and allow precasting without the targeting indicator. 1 year ago
Arrow.cpp Implemented Ranger auto attack plus animations. 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 Warrior refactor completed 1 year ago
Bullet.h Implemented Ranger auto attack plus animations. 1 year ago
BulletTypes.h Add in Charged Shot ability and allow precasting without the targeting indicator. 1 year ago
ChargedArrow.cpp Add in Charged Shot ability and allow precasting without the targeting indicator. 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
Crawler Condensed and finished pre-casting code. Refactored the way ability casting is handled 1 year ago
Crawler.cpp Switch to smart pointer implementation for damage numbers to handle damage combo'ing quick attack displays. 1 year ago
Crawler.h Add in Charged Shot ability and allow precasting without the targeting indicator. 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 Upper level and lower level spawning now distinguished in map editor. 1 year ago
Crawler.vcxproj Add in Charged Shot ability and allow precasting without the targeting indicator. 1 year ago
Crawler.vcxproj.filters Add in Charged Shot ability and allow precasting without the targeting indicator. 1 year ago
DEFINES.h Switch to smart pointer implementation for damage numbers to handle damage combo'ing quick attack displays. 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 Switch to smart pointer implementation for damage numbers to handle damage combo'ing quick attack displays. 1 year ago
Effect.cpp Meteor Effect particles and impact code completed 1 year ago
Effect.h Casting range clamping. Refactored hurt function to accept an upperlevel check so there's no requirement to do it manually anymore. Converted AoE damage functions for Meteor to use AoE hurt functions built-in. Fix upper bridge targeting indicator rendering. 1 year ago
Emitter.cpp Finish entire class refactor. Class swapping needs to be reimplemented. Fixed shadow color from white to black 1 year ago
Emitter.h Finish entire class refactor. Class swapping needs to be reimplemented. Fixed shadow color from white to black 1 year ago
EnergyBolt.cpp Implemented Ranger auto attack plus animations. 1 year ago
FireBolt.cpp Implemented Ranger auto attack plus animations. 1 year ago
InitialConcept.txt Initial setup of Monster structures 1 year ago
LightningBolt.cpp Implemented Ranger auto attack plus animations. 1 year ago
LightningBoltEmitter.cpp Add in inherited class structure for effects, so effects can have customized behaviors. 1 year ago
Map.cpp Transition fade added for foreground items. 1 year ago
Map.h Transition fade added for foreground items. 1 year ago
Meteor.cpp Meteor shadow is now following the world~ 1 year ago
Monster.cpp Switch to smart pointer implementation for damage numbers to handle damage combo'ing quick attack displays. 1 year ago
Monster.h Switch to smart pointer implementation for damage numbers to handle damage combo'ing quick attack displays. 1 year ago
MonsterData.cpp Death animation now tied to monster data. 1 year ago
NewClasses.txt Multishot Ranger ability implemented. 1 year ago
Pathfinding.cpp Add in pathfinding abilities to monster movement strategies. 1 year ago
Pathfinding.h Pathfinding now returns the nodes to reach a destination in preparation for use w/AI pathfinding 1 year ago
Player.cpp Switch to smart pointer implementation for damage numbers to handle damage combo'ing quick attack displays. 1 year ago
Player.h Switch to smart pointer implementation for damage numbers to handle damage combo'ing quick attack displays. 1 year ago
PulsatingFire.cpp Casting range clamping. Refactored hurt function to accept an upperlevel check so there's no requirement to do it manually anymore. Converted AoE damage functions for Meteor to use AoE hurt functions built-in. Fix upper bridge targeting indicator rendering. 1 year ago
RCa12948 Include game icon in executable and game window (such a PITA) 1 year ago
Ranger.cpp Multishot Ranger ability implemented. 1 year ago
State.h Rapid Fire ranger ability implemented. 1 year ago
TMXParser.h Upper level and lower level spawning now distinguished in map editor. 1 year ago
TSXParser.h Finish entire class refactor. Class swapping needs to be reimplemented. Fixed shadow color from white to black 1 year ago
Thief.cpp Class abilities are statically set so they are initialized on load to allow for proper swapping. 1 year ago
Trapper.cpp Class abilities are statically set so they are initialized on load to allow for proper swapping. 1 year ago
Version.h Switch to smart pointer implementation for damage numbers to handle damage combo'ing quick attack displays. 1 year ago
Warrior.cpp Class abilities are statically set so they are initialized on load to allow for proper swapping. 1 year ago
Witch.cpp Class abilities are statically set so they are initialized on load to allow for proper swapping. 1 year ago
Wizard.cpp Class abilities are statically set so they are initialized on load to allow for proper swapping. 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 Ranger only should receive the ranger shooting animation state 1 year ago
olcPGEX_TransformedView.h Implement TransformedView and Camera util 1 year ago
olcPixelGameEngine.h Add in lower bridge tile zones (horizontal blocks on lower level). Use official map instead of test map. 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_Geometry2D.h Transition fade added for foreground items. 1 year ago
pge.data Casting range clamping. Refactored hurt function to accept an upperlevel check so there's no requirement to do it manually anymore. Converted AoE damage functions for Meteor to use AoE hurt functions built-in. Fix upper bridge targeting indicator rendering. 1 year ago
pge.html Test a code update. 1 year ago
pge.js Casting range clamping. Refactored hurt function to accept an upperlevel check so there's no requirement to do it manually anymore. Converted AoE damage functions for Meteor to use AoE hurt functions built-in. Fix upper bridge targeting indicator rendering. 1 year ago
pge.wasm Casting range clamping. Refactored hurt function to accept an upperlevel check so there's no requirement to do it manually anymore. Converted AoE damage functions for Meteor to use AoE hurt functions built-in. Fix upper bridge targeting indicator rendering. 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 Class quick test swapping reimplemented. 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
test Added ghost fading images for retreat ability and facing direction implemented. 1 year ago
update_version.ps1 Implemented auto-incrementing project version numbers. 1 year ago
utils.cpp Add in Charged Shot ability and allow precasting without the targeting indicator. 1 year ago
utils.h Add in Charged Shot ability and allow precasting without the targeting indicator. 1 year ago