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* Added collidable object cacheKelly Rauchenberger2021-02-064-18/+96
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* Moved some collision stuff into the TransformSystemKelly Rauchenberger2021-02-063-49/+88
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* Prevented multiple loading of the same image filesKelly Rauchenberger2021-02-052-13/+18
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* Organised resources folderKelly Rauchenberger2021-02-0536-31/+31
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* Created script systemKelly Rauchenberger2021-02-0511-2/+26867
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* Added pageflip message soundKelly Rauchenberger2021-02-052-0/+2
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* Added little bobbing "next message" arrowKelly Rauchenberger2021-02-056-4/+51
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* Added speaker headerKelly Rauchenberger2021-02-056-11/+49
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* Added text boxesKelly Rauchenberger2021-02-0418-4/+474
| | | | | | Text now reveals itself and scrolls! Yay! It even plays speaker beeps. TODO: the arror indicating an A press is needed. Bullets on lines that need bullets. The header that says who the speaker is, if relevant.
* Added cutscene bars (and resized game)Kelly Rauchenberger2021-02-038-10/+128
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* Added running soundsKelly Rauchenberger2021-02-038-5/+132
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* Main loop exit guardKelly Rauchenberger2021-02-031-5/+1
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* Added input systemKelly Rauchenberger2021-02-039-176/+295
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* Converted Party into CharacterSystemKelly Rauchenberger2021-02-039-292/+294
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* Added animation systemKelly Rauchenberger2021-02-0312-114/+137
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* Added camera systemKelly Rauchenberger2021-02-0310-64/+121
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* Pulled transform stuff into a system (starting to do ECS stuff)Kelly Rauchenberger2021-02-039-26/+82
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* Added running sfx (game does not play them yet though)Kelly Rauchenberger2021-02-0312-1/+531
| | | | Tileset has also been annotated with running sounds
* Added "bumping into something while running" sfxKelly Rauchenberger2021-02-029-7/+198
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* Added collision with map tilesKelly Rauchenberger2021-02-027-48/+411
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* Fixed Lucas and Kumatora's normal walk cyclesKelly Rauchenberger2021-02-022-16/+16
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* Fixed movement speed to be more like the gameKelly Rauchenberger2021-02-021-1/+1
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* Added moving cameraKelly Rauchenberger2021-02-025-14/+66
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* Using tmxlite instead of TilesonKelly Rauchenberger2021-02-0214-7487/+159
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* Map rendering Works but I don't want to use Tileson so I'm gonna change thatKelly Rauchenberger2021-02-028-25/+7548
| | | | Mainly bc Tileson requires std::filesystem, which my clang is too old for apparently, and while I can use gcc instead I just want to not, I suppose. Also Tileson's API is very weird RE const correctness? Idk. And also being able to parse the tmx files rather than exporting to json would be preferable.
* Tileset dumper can now export to TiledKelly Rauchenberger2021-02-012-80/+254
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* Fixed bug in LZ77 algoKelly Rauchenberger2021-02-011-2/+5
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* Progress on map dumper, now renders images with holes in themKelly Rauchenberger2021-01-313-44/+215
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* Map dumper gets map width/heightKelly Rauchenberger2021-01-311-2/+28
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* Abstracted some of the sprite dumper functionality outKelly Rauchenberger2021-01-314-93/+199
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* Added BoneyKelly Rauchenberger2021-01-314-0/+406
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* Added DusterKelly Rauchenberger2021-01-314-2/+371
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* Added KumatoraKelly Rauchenberger2021-01-314-4/+316
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* Added scratch directory to gitignoreKelly Rauchenberger2021-01-311-0/+1
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* Made use of new sprite sheet data!Kelly Rauchenberger2021-01-317-44/+491
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* Sprite dumper combines arbitrary sheets nowKelly Rauchenberger2021-01-311-41/+68
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* Fixed errors with signedness... yay!Kelly Rauchenberger2021-01-311-8/+14
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* Fixed Flint sprite weirdnessKelly Rauchenberger2021-01-311-1/+3
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* Spritesheets are in a map now because ID's may not be continuousKelly Rauchenberger2021-01-311-5/+5
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* Added datafile formatKelly Rauchenberger2021-01-311-0/+8
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* Added .DS_Store to gitignoreKelly Rauchenberger2021-01-311-0/+1
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* Entire sprite sheet is composited now (weird palette stuff tho)Kelly Rauchenberger2021-01-311-12/+48
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* Started sprite dumper toolKelly Rauchenberger2021-01-302-0/+373
| | | | It's not done yet but hey it can output a single frame of Flint standing still. That's progress baybie.
* Added crouching/runningKelly Rauchenberger2021-01-307-50/+175
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* ESC quits the game nowKelly Rauchenberger2021-01-301-1/+1
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* Sprite animations are more generic than still/walk nowKelly Rauchenberger2021-01-304-22/+14
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* Pressing two opposite directions at once now prioritises one instead of ↵Kelly Rauchenberger2021-01-301-6/+2
| | | | doing both
* Game now renders onto a 320x240 canvas that gets stretched upKelly Rauchenberger2021-01-302-5/+8
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* Abstracted frame timing stuffKelly Rauchenberger2021-01-302-13/+35
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* Added standing/walking animationsKelly Rauchenberger2021-01-3011-9/+252
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