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* Player is no longer controllable during map transitionsKelly Rauchenberger2021-02-105-6/+12
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* Removed out-of-bounds tile collisionKelly Rauchenberger2021-02-101-4/+10
| | | | This allows running off screen for a map transition to happen without bumping into something that isn't there.
* loadMap requires a direction now, so party trails are set up correctlyKelly Rauchenberger2021-02-106-9/+15
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* Running is preserved across screen transitionsKelly Rauchenberger2021-02-104-13/+45
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* Direction is preserved across map transitions nowKelly Rauchenberger2021-02-102-1/+53
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* Fixed running sound looping infinitely after running into map changeKelly Rauchenberger2021-02-103-4/+14
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* Fixed cmake warnings from SDL2_image/mixerKelly Rauchenberger2021-02-103-2/+2
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* Fixed audio popping from speaking tonesKelly Rauchenberger2021-02-105-0/+0
| | | | The fix was done by adding a fade in and fade out to the sound files.
* Added fade out around map changeKelly Rauchenberger2021-02-109-12/+59
| | | | Also moved script system first in the loop so that the camera can catch up before rendering. Also added a map change from map 2 back to map 1.
* When changing map, place whole party at the warpKelly Rauchenberger2021-02-101-4/+6
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* Fixed issue with walking vertically into solid spritesKelly Rauchenberger2021-02-101-6/+6
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* Map changing!Kelly Rauchenberger2021-02-0920-67/+846
| | | | Also removed some dependencies on the Renderer. More changes need to be made. Fading to black before the change would be good. And making sure the characters are facing the right direction. Maybe that code shouldn't live in Game, either. Later we also want to combine the tilesets for these two maps (and any others that are on Tanetane).
* Added trigger zones to the mapKelly Rauchenberger2021-02-0910-19/+88
| | | | Walking into a trigger zone runs a script.
* Maps can contain named points of interest called warpsKelly Rauchenberger2021-02-094-2/+15
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* Fixed issue with single-line messagesKelly Rauchenberger2021-02-091-0/+4
| | | | Including the "no problem here" message. Problem was introduced with the \f change.
* Entity prototypes can be stored in the map file nowKelly Rauchenberger2021-02-094-6/+63
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* Added newlines that don't require A pressesKelly Rauchenberger2021-02-093-9/+27
| | | | \n in a text message just indicates a newline. \n\f is a newline with an A press.
* Added "no problem here"Kelly Rauchenberger2021-02-072-0/+18
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* Characters added to a party now tween to their starting position instead of ↵Kelly Rauchenberger2021-02-061-2/+13
| | | | teleporting
* Added function to get Direction from one point to anotherKelly Rauchenberger2021-02-061-0/+26
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* Added sound and animation changes to scriptingKelly Rauchenberger2021-02-069-9/+77
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* Fixed text wrapping miscalculation issueKelly Rauchenberger2021-02-061-7/+1
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* Added sprite interactionKelly Rauchenberger2021-02-065-15/+50
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* Added collision with other spritesKelly Rauchenberger2021-02-063-29/+105
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* Added FlintKelly Rauchenberger2021-02-064-0/+334
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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.