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* Made the "everyone looks at mirror" behaviour into a background scriptStar Rauchenberger2021-07-052-6/+6
| | | | This simplifies it a bit, because it no longer needs to constantly check that we are on the right map. It is linked to the mirror's edge.
* Added background scriptsStar Rauchenberger2021-07-056-2/+38
| | | | Background scripts are scripts that are launched when a map is loaded. They differ in use from a map's init script in that they are expected to contain an infinite loop. These scripts are linked to a sprite and will be killed when that sprite is destroyed (usually when the map is unloaded, but if the sprite is made persistent then it may last longer). The thread running the script is given no warning that it is being killed; the coroutine is simply never called again, and the thread is disposed of. Because of this, background scripts MUST ensure the game is in a consistent state before coroutine yielding, because it is not guaranteed that the coroutine will ever be called again.
* Added fading in/out spritesStar Rauchenberger2021-07-055-2/+38
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* Added ghost!Hinawa spriteStar Rauchenberger2021-07-053-0/+213
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* Added sprite opacityStar Rauchenberger2021-07-054-3/+18
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* [switch route] Lucas strangled animationsStar Rauchenberger2021-03-181-1/+4
| | | | | | They don't quite mesh with the Mecha Drago though. Will have to work on that. #10
* Ripped Mecha Drago spriteStar Rauchenberger2021-03-183-0/+94
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* [switch route] Created Drago Plateau mapStar Rauchenberger2021-03-174-0/+1253
| | | | #10
* [switch route] Added backwards RGYY musicStar Rauchenberger2021-03-173-1/+4
| | | | #10
* [switch route] Started working on switching sceneStar Rauchenberger2021-03-173-4/+311
| | | | #10
* Tweaked switch_claus yes branch textStar Rauchenberger2021-03-151-1/+1
| | | | #10
* Added Lucky spriteStar Rauchenberger2021-03-143-0/+118
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* Added Baccio spriteStar Rauchenberger2021-03-143-0/+103
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* Added Shimmy Zmizz spriteStar Rauchenberger2021-03-143-0/+92
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* Added OJ spriteStar Rauchenberger2021-03-143-0/+108
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* Added Magic (DCMC) to hallucination_interiorStar Rauchenberger2021-03-142-1/+31
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* Added debug info to Script objectStar Rauchenberger2021-03-132-0/+5
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* Sound volume is controllable from settings menuStar Rauchenberger2021-03-133-3/+21
| | | | #7
* Disabled mute shortcut while on menuStar Rauchenberger2021-03-131-5/+7
| | | | | | Mostly because pressing M while the settings menu is open would not cause the music slider to go down automatically. #7
* Music volume is controllable from settings menuStar Rauchenberger2021-03-134-2/+35
| | | | #7
* Added sliders to the settings menuStar Rauchenberger2021-03-137-4/+117
| | | | #7
* Added submenusStar Rauchenberger2021-03-137-53/+137
| | | | #7
* Sound effects are paused on the pause menuStar Rauchenberger2021-03-133-0/+14
| | | | #7
* Added pause menu open and close soundStar Rauchenberger2021-03-135-7/+25
| | | | #7
* Added option to exit area from pause menu on supported mapsStar Rauchenberger2021-03-136-2/+21
| | | | #7
* Pause menu commands can do somethingStar Rauchenberger2021-03-135-1/+30
| | | | #7
* Added cursor wrapping to pause menuStar Rauchenberger2021-03-131-10/+16
| | | | #7
* Menu cursor should start at the top when openedStar Rauchenberger2021-03-131-0/+2
| | | | Even if it was left on a different option before closing the menu.
* Player can move cursor on pause menuStar Rauchenberger2021-03-134-0/+32
| | | | #7
* Added cursor to pause menuStar Rauchenberger2021-03-134-0/+38
| | | | #7
* Rendered pause menu during animationStar Rauchenberger2021-03-132-62/+112
| | | | Also, the game is not rendered at all if the pause menu is totally open, which makes sense because why are we going to the effort to render it and then just colour over it.
* Rendered some menu optionsStar Rauchenberger2021-03-136-1/+88
| | | | #7
* Added pause menu opening and closing animationStar Rauchenberger2021-03-134-12/+86
| | | | #7
* Created Interpolation abstractionStar Rauchenberger2021-03-135-64/+65
| | | | This simplifies EffectSystem quite a bit, and will be useful in other classes.
* Created MenuSystemStar Rauchenberger2021-03-135-1/+27
| | | | | | It currently has nothing in it. #7
* Added Magic (from the DCMC)Star Rauchenberger2021-03-123-0/+100
| | | | #16
* [Finale] text from Alive for if you saw DoriaStar Rauchenberger2021-03-121-0/+43
| | | | | | Also added a subroutine that delays execution for X milliseconds of player movement. #20
* Interacting with Kuma and Duster in the finaleStar Rauchenberger2021-03-125-70/+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 axisStar Rauchenberger2021-03-121-5/+6
| | | | #18
* "switch_claus" event pans to focus on ClausStar Rauchenberger2021-03-111-0/+3
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* Made default sprite hitboxes slightly narrowerStar Rauchenberger2021-03-112-6/+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 sceneStar Rauchenberger2021-03-113-2/+28
| | | | #20
* Created finale mapStar Rauchenberger2021-03-114-0/+147
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* Delete the Github action for nowStar Rauchenberger2021-03-111-47/+0
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* Add auto-building on pushStar Rauchenberger2021-03-111-0/+47
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* Added sliding around solid tilesKelly Rauchenberger2021-03-115-3/+78
| | | | #3
* Simplified collision detection outputKelly Rauchenberger2021-03-115-87/+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 hitboxesKelly Rauchenberger2021-03-113-14/+14
| | | | | | Also made sprite hitboxes bigger. #15
* Added a Masked Man that just watches youKelly Rauchenberger2021-03-104-1/+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 ladderKelly Rauchenberger2021-03-091-0/+8
| | | | #9