Commit message (Collapse) | Author | Age | Files | Lines | ||
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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. | |||||
* | 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. |