Commit message (Collapse) | Author | Age | Files | Lines | ||
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* | 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. | |||||
* | Started writing the Mixolydia scene! | Kelly Rauchenberger | 2021-03-01 | 10 | -4/+255 | |
| | | | | | | Looking pretty good so far. TODO: direction facing functions have inverted Y coordinate. confusion expression doesn't exist yet. rest of scene. | |||||
* | Added (still) tired animations for the main four | Kelly Rauchenberger | 2021-03-01 | 4 | -4/+36 | |
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* | Added (human) Mixolydia sprite | Kelly Rauchenberger | 2021-03-01 | 8 | -1/+97 | |
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* | Simplified "animation" map sprite parameter | Kelly Rauchenberger | 2021-02-28 | 6 | -8/+8 | |
| | | | | The filenames for these are fairly regular, and we're gonna want to abstract it away further later on anyway. | |||||
* | Added (human) Ocho | Kelly Rauchenberger | 2021-02-28 | 5 | -1/+97 | |
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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! |