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 cbfcb2793f Player animations now load dynamically from configuration files. 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 Player animations now load dynamically from configuration files. 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 Include error handling to make detecting bugs or typos easier due to missing configuration items. 1 year ago
Ability.h Add in Charged Shot ability and allow precasting without the targeting indicator. 1 year ago
Animation.cpp Player animations now load dynamically from configuration files. 1 year ago
Animation.h Super big refactor of the animation storage and monster storage system using configuration files. 1 year ago
Arrow.cpp Super big refactor of the animation storage and monster storage system using configuration files. 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 Fixed Bullet fixed step movement. Corrected Warrior Block Cooldown (accidently got changed), implemented Turret Monster Strategy. 1 year ago
Bullet.h Implement Z axis for monster rendering. Fix up shadow sizing for the player. 1 year ago
BulletTypes.h Add in Charged Shot ability and allow precasting without the targeting indicator. 1 year ago
ChargedArrow.cpp Super big refactor of the animation storage and monster storage system using configuration files. 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 Player animations now load dynamically from configuration files. 1 year ago
Crawler.h Moved all enemy reading over to purely using config files. Removed all enemy enum dependencies. Removed bugs involving loading infinite maps by accident. 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 custom monster strategy properties for monster config files. 1 year ago
Crawler.vcxproj.filters Mobs can now have ifreames. Add in documentation for slime king encounter and prep a spritesheet for it. 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 Moved all enemy reading over to purely using config files. Removed all enemy enum dependencies. Removed bugs involving loading infinite maps by accident. 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 Super big refactor of the animation storage and monster storage system using configuration files. 1 year ago
Effect.h Super big refactor of the animation storage and monster storage system using configuration files. 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 Super big refactor of the animation storage and monster storage system using configuration files. 1 year ago
FireBolt.cpp Super big refactor of the animation storage and monster storage system using configuration files. 1 year ago
InitialConcept.txt Initial setup of Monster structures 1 year ago
LightningBolt.cpp Super big refactor of the animation storage and monster storage system using configuration files. 1 year ago
LightningBoltEmitter.cpp Super big refactor of the animation storage and monster storage system using configuration files. 1 year ago
Map.cpp Transition fade added for foreground items. 1 year ago
Map.h Include all map initializations and use configuration file 1 year ago
Meteor.cpp Super big refactor of the animation storage and monster storage system using configuration files. 1 year ago
Monster.cpp Implement Z axis for monster rendering. Fix up shadow sizing for the player. 1 year ago
Monster.h Implement Z axis for monster rendering. Fix up shadow sizing for the player. 1 year ago
MonsterData.cpp Moved all enemy reading over to purely using config files. Removed all enemy enum dependencies. Removed bugs involving loading infinite maps by accident. 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 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 Mobs can now have ifreames. Add in documentation for slime king encounter and prep a spritesheet for it. 1 year ago
Player.h Super big refactor of the animation storage and monster storage system using configuration files. 1 year ago
PulsatingFire.cpp Super big refactor of the animation storage and monster storage system using configuration files. 1 year ago
RCa12948 Include game icon in executable and game window (such a PITA) 1 year ago
RUN_STRATEGY.cpp Add custom monster strategy properties for monster config files. 1 year ago
Ranger.cpp Super big refactor of the animation storage and monster storage system using configuration files. 1 year ago
RunTowards.cpp Fixed Bullet fixed step movement. Corrected Warrior Block Cooldown (accidently got changed), implemented Turret Monster Strategy. 1 year ago
ShootAfar.cpp Fixed Bullet fixed step movement. Corrected Warrior Block Cooldown (accidently got changed), implemented Turret Monster Strategy. 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 Rapid Fire ranger ability implemented. 1 year ago
TMXParser.h Moved all enemy reading over to purely using config files. Removed all enemy enum dependencies. Removed bugs involving loading infinite maps by accident. 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 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 Fixed Bullet fixed step movement. Corrected Warrior Block Cooldown (accidently got changed), implemented Turret Monster Strategy. 1 year ago
Version.h Player animations now load dynamically from configuration files. 1 year ago
Warrior.cpp Super big refactor of the animation storage and monster storage system using configuration files. 1 year ago
Witch.cpp Super big refactor of the animation storage and monster storage system using configuration files. 1 year ago
Wizard.cpp Super big refactor of the animation storage and monster storage system using configuration files. 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
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
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_DataFile.h Add in extra debug access option when reading configuration properties. Implement Wizard Auto attack and teleport configuration options. 1 year ago
olcUTIL_Geometry2D.h Transition fade added for foreground items. 1 year ago
pge.data Removed static from struct. Emscripten build now uses C++20. Removed stray safemap cpp file. 1 year ago
pge.html Test a code update. 1 year ago
pge.js Removed static from struct. Emscripten build now uses C++20. Removed stray safemap cpp file. 1 year ago
pge.wasm Removed static from struct. Emscripten build now uses C++20. Removed stray safemap cpp file. 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
safemap.h Super big refactor of the animation storage and monster storage system using configuration files. 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