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* 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
* Added some stuff to switch places "no" routeKelly Rauchenberger2021-03-091-0/+14
| | | | #10
* Fixed race condition with getting Claus's attentionKelly Rauchenberger2021-03-091-0/+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 yaKelly Rauchenberger2021-03-098-1/+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 Rauchenberger2021-03-093-1/+33
| | | | #10
* Added "let's switch places!" Claus spriteKelly Rauchenberger2021-03-096-18/+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 silentKelly Rauchenberger2021-03-081-1/+4
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* Added more Nana dialogue if you talk to her repeatedlyKelly Rauchenberger2021-03-081-1/+19
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* Split collision detection into two phases, horizontal and verticalKelly Rauchenberger2021-03-081-1/+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 mapKelly Rauchenberger2021-03-082-1/+21
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* Added Nana spriteKelly Rauchenberger2021-03-083-0/+70
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* Added music to mirror mapKelly Rauchenberger2021-03-071-0/+1
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* Fixed not being able to examine the mirrorKelly Rauchenberger2021-03-072-11/+2
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* Added connection between mirror map and hallucination_interiorKelly Rauchenberger2021-03-075-15/+39
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* Mirror looking doesn't happen while a message is activeKelly Rauchenberger2021-03-071-2/+2
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* Added message when examining the mirrorKelly Rauchenberger2021-03-072-1/+27
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* Idling in front of the mirror faces you toward itKelly Rauchenberger2021-03-064-2/+42
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* The mirror reflection changes to Claus, Ionia, and WessKelly Rauchenberger2021-03-062-0/+10
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* Added Wess spriteKelly Rauchenberger2021-03-063-0/+340
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* Made the mirror room!Kelly Rauchenberger2021-03-067-0/+232
| | | | Not totally done yet. Also not hooked up to anything yet.
* Added MirrorSystemKelly Rauchenberger2021-03-0510-0/+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 layerKelly Rauchenberger2021-03-058-7/+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 passageKelly Rauchenberger2021-03-058-2/+58
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* Implemented circle transition effect (for exit area)Kelly Rauchenberger2021-03-055-1/+90
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* Fixed player losing control on first entering hallucination_interiorKelly Rauchenberger2021-03-041-2/+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" sceneKelly Rauchenberger2021-03-046-1/+119
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* Added Claus collapsed (left) spriteKelly Rauchenberger2021-03-043-3/+4
| | | | again, edited from Lucas by hand
* Added a Claus climbing animationKelly Rauchenberger2021-03-043-10/+13
| | | | These sprites are hand-edited from Lucas's sprites.
* Set default collision bounds for map spritesKelly Rauchenberger2021-03-036-34/+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 MixolydiaKelly Rauchenberger2021-03-024-1/+40
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* Added confused expressionKelly Rauchenberger2021-03-023-2/+4
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* Handled case where a pathfollowing sprite overshoots its destinationKelly Rauchenberger2021-03-022-0/+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 sceneKelly Rauchenberger2021-03-024-3/+70
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* Added door opening sfxKelly Rauchenberger2021-03-023-0/+2
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* Fixed inverted Y coordinate of directionFacingPoint functionsKelly Rauchenberger2021-03-011-2/+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 Rauchenberger2021-03-0110-4/+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 fourKelly Rauchenberger2021-03-014-4/+36
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* Added (human) Mixolydia spriteKelly Rauchenberger2021-03-018-1/+97
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* Simplified "animation" map sprite parameterKelly Rauchenberger2021-02-286-8/+8
| | | | The filenames for these are fairly regular, and we're gonna want to abstract it away further later on anyway.
* Added (human) OchoKelly Rauchenberger2021-02-285-1/+97
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* Added music for Mixolydia's houseKelly Rauchenberger2021-02-282-0/+3
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* Added inside of Mixolydia's houseKelly Rauchenberger2021-02-287-2/+479
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* Added option to override palette in tileset_dumperKelly Rauchenberger2021-02-282-12/+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 Rauchenberger2021-02-283-1/+13
| | | | Door doesn't go anywhere yet though.
* Added door entryway to time passage antechamberKelly Rauchenberger2021-02-288-5/+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 nowKelly Rauchenberger2021-02-281-2/+4
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* Abstracted changes of sprite.controllable in scriptsKelly Rauchenberger2021-02-281-3/+3
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