Commit message (Collapse) | Author | Age | Files | Lines | |
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* | Created MenuSystem | Star Rauchenberger | 2021-03-13 | 5 | -1/+27 |
| | | | | | | It currently has nothing in it. #7 | ||||
* | Added Magic (from the DCMC) | Star Rauchenberger | 2021-03-12 | 3 | -0/+100 |
| | | | | #16 | ||||
* | [Finale] text from Alive for if you saw Doria | Star Rauchenberger | 2021-03-12 | 1 | -0/+43 |
| | | | | | | Also added a subroutine that delays execution for X milliseconds of player movement. #20 | ||||
* | Interacting with Kuma and Duster in the finale | Star Rauchenberger | 2021-03-12 | 5 | -70/+44 |
| | | | | | | The hot spring is also a little bigger now, because I'm using an enclosure to keep Lucas in, instead of setting the tiles to being solid or not. #20 | ||||
* | Prevented bonking if you moved on at least one axis | Star Rauchenberger | 2021-03-12 | 1 | -5/+6 |
| | | | | #18 | ||||
* | "switch_claus" event pans to focus on Claus | Star Rauchenberger | 2021-03-11 | 1 | -0/+3 |
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* | Made default sprite hitboxes slightly narrower | Star Rauchenberger | 2021-03-11 | 2 | -6/+6 |
| | | | | This includes the player characters. It was impossible to access the Time Passage mailbox with the wider hitbox because the player would continuously slide between the solid tiles to either side of it. | ||||
* | Added start points for finale scene | Star Rauchenberger | 2021-03-11 | 3 | -2/+28 |
| | | | | #20 | ||||
* | Created finale map | Star Rauchenberger | 2021-03-11 | 4 | -0/+147 |
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* | Delete the Github action for now | Star Rauchenberger | 2021-03-11 | 1 | -47/+0 |
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* | Add auto-building on push | Star Rauchenberger | 2021-03-11 | 1 | -0/+47 |
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* | Added sliding around solid tiles | Kelly Rauchenberger | 2021-03-11 | 5 | -3/+78 |
| | | | | #3 | ||||
* | Simplified collision detection output | Kelly Rauchenberger | 2021-03-11 | 5 | -87/+75 |
| | | | | It is no longer split into horizontal and vertical results. Also, the collision detection routine now does the work of calculating an adjusted position, instead of the caller (CharacterSystem) having to do it. This will be useful for #3. | ||||
* | Fixed improperly calculated sprite hitboxes | Kelly Rauchenberger | 2021-03-11 | 3 | -14/+14 |
| | | | | | | Also made sprite hitboxes bigger. #15 | ||||
* | Added a Masked Man that just watches you | Kelly Rauchenberger | 2021-03-10 | 4 | -1/+284 |
| | | | | He's standing in an unreachable part of hallucination_interior and can only really be seen when standing in a specific position. | ||||
* | Added some stuff to Claus falling off the ladder | Kelly Rauchenberger | 2021-03-09 | 1 | -0/+8 |
| | | | | #9 | ||||
* | Added some stuff to switch places "no" route | Kelly Rauchenberger | 2021-03-09 | 1 | -0/+14 |
| | | | | #10 | ||||
* | Fixed race condition with getting Claus's attention | Kelly Rauchenberger | 2021-03-09 | 1 | -0/+8 |
| | | | | It was possible to cause a crash by having two overlapping "switch_claus_attention" triggers, which then both try to remove his surprised expression. Now, there's essentially a lock on the function. | ||||
* | switch_claus starts talking when he gets ya | Kelly Rauchenberger | 2021-03-09 | 8 | -1/+35 |
| | | | | | | Kumatora, Duster, and Boney had to be given hitboxes, but they are not considered solid. #10 | ||||
* | Added text for "yes" path of "let's switch places" | Kelly Rauchenberger | 2021-03-09 | 3 | -1/+33 |
| | | | | #10 | ||||
* | Added "let's switch places!" Claus sprite | Kelly Rauchenberger | 2021-03-09 | 6 | -18/+142 |
| | | | | | | He will wander randomly until you get close, and will then run at you. Talking to him or bumping into him does nothing currently. If you move out of his range of interest he will go back to wandering at a walking pace. #10 | ||||
* | Nana shouldn't use the talk animation when she's silent | Kelly Rauchenberger | 2021-03-08 | 1 | -1/+4 |
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* | Added more Nana dialogue if you talk to her repeatedly | Kelly Rauchenberger | 2021-03-08 | 1 | -1/+19 |
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* | Split collision detection into two phases, horizontal and vertical | Kelly Rauchenberger | 2021-03-08 | 1 | -1/+24 |
| | | | | | | The whole function should probably be refactored at some point, possibly like therapy5's but that may be too complicated. #14 | ||||
* | Added Nana to hallucination_cliff map | Kelly Rauchenberger | 2021-03-08 | 2 | -1/+21 |
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* | Added Nana sprite | Kelly Rauchenberger | 2021-03-08 | 3 | -0/+70 |
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* | Added music to mirror map | Kelly Rauchenberger | 2021-03-07 | 1 | -0/+1 |
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* | Fixed not being able to examine the mirror | Kelly Rauchenberger | 2021-03-07 | 2 | -11/+2 |
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* | Added connection between mirror map and hallucination_interior | Kelly Rauchenberger | 2021-03-07 | 5 | -15/+39 |
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* | Mirror looking doesn't happen while a message is active | Kelly Rauchenberger | 2021-03-07 | 1 | -2/+2 |
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* | Added message when examining the mirror | Kelly Rauchenberger | 2021-03-07 | 2 | -1/+27 |
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* | Idling in front of the mirror faces you toward it | Kelly Rauchenberger | 2021-03-06 | 4 | -2/+42 |
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* | The mirror reflection changes to Claus, Ionia, and Wess | Kelly Rauchenberger | 2021-03-06 | 2 | -0/+10 |
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* | Added Wess sprite | Kelly Rauchenberger | 2021-03-06 | 3 | -0/+340 |
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* | Made the mirror room! | Kelly Rauchenberger | 2021-03-06 | 7 | -0/+232 |
| | | | | Not totally done yet. Also not hooked up to anything yet. | ||||
* | Added MirrorSystem | Kelly Rauchenberger | 2021-03-05 | 10 | -0/+94 |
| | | | | This is really just for letting one sprite mirror another's movement and animation. I tried doing it in the BehaviourSystem, but you get stuttering if you do it earlier in the loop than the CharacterSystem, so I ended up having to make a new system just for this thing that will not happen very often. | ||||
* | Added the mask sprite layer | Kelly Rauchenberger | 2021-03-05 | 8 | -7/+52 |
| | | | | This layer is below the normal sprite layer. Sprites on it are only rendered within the area of a zone that is defined per-map. | ||||
* | Wrote exit area scripts for underwater and time passage | Kelly Rauchenberger | 2021-03-05 | 8 | -2/+58 |
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* | Implemented circle transition effect (for exit area) | Kelly Rauchenberger | 2021-03-05 | 5 | -1/+90 |
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* | Fixed player losing control on first entering hallucination_interior | Kelly Rauchenberger | 2021-03-04 | 1 | -2/+2 |
| | | | | The issue was that the large number of sprites on the map causes the game sprite vector to resize itself during the map load, which invalidates all sprite object pointers, including the one to the player sprite that is used to give the player control again after a map change. | ||||
* | Started "Claus falls off ladder" scene | Kelly Rauchenberger | 2021-03-04 | 6 | -1/+119 |
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* | Added Claus collapsed (left) sprite | Kelly Rauchenberger | 2021-03-04 | 3 | -3/+4 |
| | | | | again, edited from Lucas by hand | ||||
* | Added a Claus climbing animation | Kelly Rauchenberger | 2021-03-04 | 3 | -10/+13 |
| | | | | These sprites are hand-edited from Lucas's sprites. | ||||
* | Set default collision bounds for map sprites | Kelly Rauchenberger | 2021-03-03 | 6 | -34/+2 |
| | | | | Since it's always the same ones anyway, might as well set defaults and allow them to be overridden. | ||||
* | Claus vanishes into a puff of smoke when smacked by Mixolydia | Kelly Rauchenberger | 2021-03-02 | 4 | -1/+40 |
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* | Added confused expression | Kelly Rauchenberger | 2021-03-02 | 3 | -2/+4 |
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* | Handled case where a pathfollowing sprite overshoots its destination | Kelly Rauchenberger | 2021-03-02 | 2 | -0/+16 |
| | | | | This may happen due to lag or due to debugging with lldb. What happens is that 60 times a second, the engine will check whether the direction toward the current endpoint is equal to the direction in the pathfinding instruction, and if it isn't (because the sprite has gone past the endpoint) then it sets the sprite's position to the endpoint instantly so that the pathfinding can continue. | ||||
* | Added smacking to the Mixolydia scene | Kelly Rauchenberger | 2021-03-02 | 4 | -3/+70 |
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* | Added door opening sfx | Kelly Rauchenberger | 2021-03-02 | 3 | -0/+2 |
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* | Fixed inverted Y coordinate of directionFacingPoint functions | Kelly Rauchenberger | 2021-03-01 | 1 | -2/+2 |
| | | | | It's because the game's coordinate system has Y increasing downward, whereas the coordinate system used by the trig functions has Y increasing upward. |