Commit message (Collapse) | Author | Age | Files | Lines | |
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* | Added music for Mixolydia's house | Kelly Rauchenberger | 2021-02-28 | 2 | -0/+3 |
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* | Added inside of Mixolydia's house | Kelly Rauchenberger | 2021-02-28 | 7 | -2/+479 |
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* | Added option to override palette in tileset_dumper | Kelly Rauchenberger | 2021-02-28 | 2 | -12/+51 |
| | | | | Useful because the hallucination version of Mixolydia's house is not a separate map, it's just a special palette (which you can dump from the game while it's running in an emulator). | ||||
* | Added pink shell door opening (and fixed the sprite) | Kelly Rauchenberger | 2021-02-28 | 3 | -1/+13 |
| | | | | Door doesn't go anywhere yet though. | ||||
* | Added door entryway to time passage antechamber | Kelly Rauchenberger | 2021-02-28 | 8 | -5/+57 |
| | | | | The entryway should also work for the door in the time_passage map. The spritesheet also contains an entryway for Mixolydia's house. | ||||
* | Pathfinding should be more biased toward straight lines now | Kelly Rauchenberger | 2021-02-28 | 1 | -2/+4 |
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* | Abstracted changes of sprite.controllable in scripts | Kelly Rauchenberger | 2021-02-28 | 1 | -3/+3 |
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* | Added time passage mailbox event | Kelly Rauchenberger | 2021-02-28 | 3 | -8/+80 |
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* | Added time passage rooms | Kelly Rauchenberger | 2021-02-27 | 7 | -0/+622 |
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* | Added A* pathfinding | Kelly Rauchenberger | 2021-02-27 | 13 | -10/+300 |
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* | Added underwater music and fixed music not changing bug | Kelly Rauchenberger | 2021-02-27 | 3 | -1/+4 |
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* | Pressing M mutes/unmutes music | Kelly Rauchenberger | 2021-02-27 | 1 | -0/+6 |
| | | | | (except when the debug console is open) | ||||
* | Added background music (defined on a per-map basis) | Kelly Rauchenberger | 2021-02-27 | 12 | -5/+142 |
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* | Exposed loadMapScripts to scripting engine | Kelly Rauchenberger | 2021-02-26 | 3 | -3/+14 |
| | | | | This allows common functions to be stored in not per-map script files. Which is useful for code that we're going to want in a lot of places -- i.e. how every underwater map is going to have a copy of the same exit area function. | ||||
* | Added animation slowdown effect (for Lucas underwater) | Kelly Rauchenberger | 2021-02-26 | 6 | -1/+26 |
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* | Added sprite bobbing (for Lucas underwater) | Kelly Rauchenberger | 2021-02-26 | 9 | -2/+52 |
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* | Disabled crouching/running in the underwater map | Kelly Rauchenberger | 2021-02-26 | 6 | -2/+27 |
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* | Added first underwater map | Kelly Rauchenberger | 2021-02-26 | 9 | -21/+1377 |
| | | | | Also spruced up the event that takes you there. Also fixed an issue where transplantParty wouldn't take the medium of the new position into consideration. Also added a constructor to the lua version of vec2i. | ||||
* | Added fish sprite | Kelly Rauchenberger | 2021-02-25 | 3 | -0/+32 |
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* | Lucas wades into hot spring alone when Ionia is there | Kelly Rauchenberger | 2021-02-25 | 5 | -11/+43 |
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* | Ionia randomly appears in the water | Kelly Rauchenberger | 2021-02-25 | 2 | -1/+12 |
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* | Fixed animations changing wrong at the start of submerge cutscene | Kelly Rauchenberger | 2021-02-25 | 1 | -2/+1 |
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* | Tweaked underwater text | Kelly Rauchenberger | 2021-02-25 | 1 | -2/+2 |
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* | Started working on scene with Lucas going underwater | Kelly Rauchenberger | 2021-02-25 | 5 | -1/+82 |
| | | | | The resurfacing animation seems pretty good actually. Not sure about the sound effect for him submerging. Also gotta fix the issue with cutscenes in non-normal media. | ||||
* | Fixed issue where debug console could be rendered onto message text | Kelly Rauchenberger | 2021-02-25 | 1 | -1/+10 |
| | | | | In the renderer, it's important to set the render target properly before any copying or drawing operations, especially if it's after a call to renderMessageLine, since that changes the render target. | ||||
* | Added map init scripts | Kelly Rauchenberger | 2021-02-24 | 4 | -2/+26 |
| | | | | Map scripts also now actually run in their own lua thread. | ||||
* | Ionia is in the water! | Kelly Rauchenberger | 2021-02-24 | 4 | -1/+18 |
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* | Added Ionia water animation | Kelly Rauchenberger | 2021-02-24 | 3 | -2/+27 |
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* | Added animation for being in a hot spring | Kelly Rauchenberger | 2021-02-24 | 16 | -11/+202 |
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* | Fixed Boney's climbing animation | Kelly Rauchenberger | 2021-02-24 | 1 | -2/+2 |
| | | | | It is weird. | ||||
* | Added running sound for vine ladders | Kelly Rauchenberger | 2021-02-24 | 3 | -1/+10 |
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* | Fixed party trails when running on a ladder | Kelly Rauchenberger | 2021-02-24 | 3 | -36/+61 |
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* | Removed more manual animation stuff | Kelly Rauchenberger | 2021-02-24 | 1 | -8/+0 |
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* | Fixed Duster's climbing animation | Kelly Rauchenberger | 2021-02-24 | 1 | -2/+2 |
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* | Fixed Kumatora's climbing animation | Kelly Rauchenberger | 2021-02-24 | 1 | -2/+2 |
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* | Made it so you can use shift to stop running on a ladder | Kelly Rauchenberger | 2021-02-24 | 1 | -4/+4 |
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* | Removed sprite shadow while on a ladder | Kelly Rauchenberger | 2021-02-24 | 4 | -5/+8 |
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* | Added variable animation frame rates | Kelly Rauchenberger | 2021-02-24 | 4 | -17/+35 |
| | | | | Lucas's climbing animation now accurately uses 60fps and looks correct finally! | ||||
* | Added shorthand for repeated frames in animations | Kelly Rauchenberger | 2021-02-24 | 5 | -28/+36 |
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* | Removed manual animation stuff | Kelly Rauchenberger | 2021-02-24 | 8 | -28/+9 |
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* | Started working on ladders | Kelly Rauchenberger | 2021-02-24 | 14 | -39/+224 |
| | | | | | | | | | | | TODO: * all the animations are weird. we will need to have an adjustable framerate bc the climbing animation does not look right at the current rate. (also remove the manual animation stuff ig) * does the medium stuff seem good and right? i am kinda not satisfied with it. * running onto a ladder causes the characters to bunch up bc the movement speed is slowed down but the trails are not doubled * no ladder running sound * shadows should vanish while on a ladder * uhh if you end a cutscene while on a ladder it resets the animation to "still" which is wrong. will this ever happen? idk * adding a sprite to your party while you are on a ladder?? | ||||
* | Added a clipping mode (for testing!) | Kelly Rauchenberger | 2021-02-23 | 4 | -4/+22 |
| | | | | This allows walking through solid objects. It can be enabled and disabled using StartClipping() and StopClipping() in the debug console. It should not be used in any actual scripts. | ||||
* | Added connection between hallucination_cliff and hallucination_hot_spring | Kelly Rauchenberger | 2021-02-23 | 4 | -2/+29 |
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* | Generalized upper/lower layer map rendering | Kelly Rauchenberger | 2021-02-22 | 10 | -180/+650 |
| | | | | | | Map layers can have a flag on them that specifies that they should be rendered as part of the upper set (rendered above the normal sprite layer but below the above sprite layer). Also added map connections between hallucination_interior and hallucination_cliff. And named the layers in the map files bc why not. | ||||
* | Adjusted which tiles are solid on the hallucination tileset | Kelly Rauchenberger | 2021-02-22 | 1 | -2/+22 |
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* | Fixed issue with double counting collisions | Kelly Rauchenberger | 2021-02-22 | 1 | -4/+4 |
| | | | | | | | | Because of an issue with how collision checking with sprites worked, it was possible that you could collide with a boundary twice (once when moving up to it, and once when moving from it to past it, instead of just one or the other) when moving up or left as long as the colliding sprite had the ID zero. This was causing a fun issue where the map change script from hallucination_interior to hallucination_cliff was getting triggered twice, but only every other time. Because we're using integers and not real numbers, we can make the boundary exclusive by adding one. The issue was also technically possible in the down and right directions, but only if the sprite ID was INT_MAX, which is unlikely to occur. It was decided that the former collision is the real one (if you start away from the boundary and then move into it). | ||||
* | Tweaked Ionia's one line of speech | Kelly Rauchenberger | 2021-02-22 | 1 | -1/+1 |
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* | Re-dumped hallucination map/tileset | Kelly Rauchenberger | 2021-02-22 | 13 | -1621/+1757 |
| | | | | | | The hallucination cliff area and the hot spring map have also been dumped now, but they have not been tested and likely need work because they use a third layer, which is not yet supported. However these all share a tileset now, yay! I added collision and run sounds back to the tiles and hopefully it matches up with what it was before. Also the maps have nicer names now. i.e. big change with no noticeable effects | ||||
* | Modified map/tileset dumper to coalesce tilesets | Kelly Rauchenberger | 2021-02-22 | 2 | -178/+250 |
| | | | | Multiple map IDs can be provided now and their tilesets will be combined. | ||||
* | Entering an invalid debug command fails gracefully | Kelly Rauchenberger | 2021-02-21 | 1 | -0/+5 |
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