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* 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
* 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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