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/assets
sigonasr2 de04905983 Phase 4 implemented. 1 year ago
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Campaigns more tile presets. 1_2 changed to v2 tileset. 1 year ago
config Phase 4 implemented. 1 year ago
maps more tile presets. 1_2 changed to v2 tileset. 1 year ago
monsters Projectile shot Phase 2 attack and casting animation implemented. 1 year ago
arrow.png Refactor Animation loading to reduce repetition. 1 year ago
battlecry_effect.png Implemented Battlecry. Debuff/Buff modifiers. Fixed bug where player can auto attack during a ground slam. 1 year ago
block.png Implemented blocking. Made player abilities dynamic instead of fixed for class expansion preparation. 1 year ago
c30010.png Add in inherited class structure for effects, so effects can have customized behaviors. 1 year ago
chain_lightning.png Added lightning bolt attack, added emitter system 1 year ago
charged_shot_arrow.png Add in Charged Shot ability and allow precasting without the targeting indicator. 1 year ago
circle.png Adjusted shoot afar AI to account for collision tiles. 1 year ago
circle_outline.png Adjusted shoot afar AI to account for collision tiles. 1 year ago
energy_bolt.png Wizard energy bolt attack implemented. 1 year ago
energy_particle.png Wizard energy bolt attack implemented. 1 year ago
fire_ring0.png 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
fire_ring1.png 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
fire_ring2.png 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
fire_ring3.png 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
fire_ring4.png 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
ground-slam-attack-back.png Implement ground slam animation 1 year ago
ground-slam-attack-front.png Implement ground slam animation 1 year ago
heart.ico Include game icon in executable and game window (such a PITA) 1 year ago
heart.png Added health indicator 1 year ago
kiwami64-v1-1x.png Upload files to 'Crawler/assets' 1 year ago
laser.png Add in Charged Shot ability and allow precasting without the targeting indicator. 1 year ago
lightning_bolt.png Added lightning bolt attack, added emitter system 1 year ago
lightning_bolt_part1.png Added lightning bolt attack, added emitter system 1 year ago
lightning_bolt_part2.png Added lightning bolt attack, added emitter system 1 year ago
lightning_bolt_part3.png Added lightning bolt attack, added emitter system 1 year ago
lightning_bolt_part4.png Added lightning bolt attack, added emitter system 1 year ago
lightning_splash_effect.png Added lightning bolt attack, added emitter system 1 year ago
mana.png Mana implemented. When not enough mana is available for an ability, a notification appears. 1 year ago
meteor.png Add in inherited class structure for effects, so effects can have customized behaviors. 1 year ago
meteor.xcf Add in inherited class structure for effects, so effects can have customized behaviors. 1 year ago
nico-ranger.png All underlying class differences now applied to code. Preparation for other class implementations. Implemented class swapping via mouse wheel. 1 year ago
nico-ranger.xcf Add new class sprites 1 year ago
nico-ranger2.xcf All underlying class differences now applied to code. Preparation for other class implementations. Implemented class swapping via mouse wheel. 1 year ago
nico-warrior.png Water tile reflections implemented. 1 year ago
nico-warrior.xcf Water tile reflections implemented. 1 year ago
nico-wizard.png Add in inherited class structure for effects, so effects can have customized behaviors. 1 year ago
nico-wizard.xcf Add in inherited class structure for effects, so effects can have customized behaviors. 1 year ago
palette.css Add new class sprites 1 year ago
palette.txt Add new class sprites 1 year ago
propertytypes.xml Super big refactor of the animation storage and monster storage system using configuration files. 1 year ago
range_indicator.png Bullets do not die immediately when view goes offscreen anymore. Initial jump states and setup for Slime King are now implemented. 1 year ago
slime.png Re-center slimes 1 year ago
sonicslash.png Add Sonic Slash graphics. Fixed Issue #8 such that larger enemies are no longer affected by Battlecry. 1 year ago
splash_effect.png Add energy bolt splash effect and fade out. 1 year ago