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, Sig, Sigo e172483cc6 Fade transition added to bridge fade layer and upper foreground layer as well 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 Fixed a tree that wasn't in the upper foreground layer. Release build 594 created. 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 Added mini particles for teleporting. 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 Layering rendering now proper. 1 year ago
Bullet.h Layering rendering now proper. 1 year ago
BulletTypes.h Layering rendering now proper. 1 year ago
Class.cpp Implemented reading spawn zones on maps. Monsters now spawn according to spawn zones. 1 year ago
Class.h Transition fade added for foreground items. 1 year ago
Crawler Read Zone tile data from the map to prepare for special interactions in the game. 1 year ago
Crawler.cpp Fade transition added to bridge fade layer and upper foreground layer as well 1 year ago
Crawler.h Fade transition added to bridge fade layer and upper foreground layer as well 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 Fire Bolt implemented. 1 year ago
Crawler.vcxproj.filters Fire Bolt implemented. 1 year ago
DEFINES.h Layering rendering now proper. 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 Layering rendering now proper. 1 year ago
Effect.h Layering rendering now proper. 1 year ago
EnergyBolt.cpp Layering rendering now proper. 1 year ago
FireBolt.cpp Layering rendering now proper. 1 year ago
InitialConcept.txt Initial setup of Monster structures 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
Monster.cpp Upper level and lower level spawning now distinguished in map editor. 1 year ago
Monster.h Upper level and lower level spawning now distinguished in map editor. 1 year ago
MonsterData.cpp Death animation now tied to monster data. 1 year ago
NewClasses.txt Mana implemented. When not enough mana is available for an ability, a notification appears. 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 Upper level and lower level spawning now distinguished in map editor. 1 year ago
Player.h Add in pathfinding abilities to monster movement strategies. 1 year ago
RCa12948 Include game icon in executable and game window (such a PITA) 1 year ago
State.h Add in pathfinding abilities to monster movement strategies. 1 year ago
TMXParser.h Upper level and lower level spawning now distinguished in map editor. 1 year ago
TSXParser.h Staircase incremental movement implemented. 1 year ago
Version.h Fixed a tree that wasn't in the upper foreground layer. Release build 594 created. 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 Add in lower bridge tile zones (horizontal blocks on lower level). Use official map instead of test map. 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 Transition fade added for foreground items. 1 year ago
pge.data Fixed a tree that wasn't in the upper foreground layer. Release build 594 created. 1 year ago
pge.html Test a code update. 1 year ago
pge.js Fixed a tree that wasn't in the upper foreground layer. Release build 594 created. 1 year ago
pge.wasm Fixed a tree that wasn't in the upper foreground layer. Release build 594 created. 1 year ago
pixelGameEngine.cpp Parse TSX files and link map data to map tilesets in Tiled. 1 year ago
pixelGameEngine.o Read Zone tile data from the map to prepare for special interactions in the game. 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
utils.cpp Fire Bolt implemented. 1 year ago
utils.h Fire Bolt implemented. 1 year ago