Commit message (Collapse) | Author | Age | Files | Lines | |
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* | Added submenus | Star Rauchenberger | 2021-03-13 | 7 | -53/+137 |
| | | | | #7 | ||||
* | Sound effects are paused on the pause menu | Star Rauchenberger | 2021-03-13 | 3 | -0/+14 |
| | | | | #7 | ||||
* | Added pause menu open and close sound | Star Rauchenberger | 2021-03-13 | 5 | -7/+25 |
| | | | | #7 | ||||
* | Added option to exit area from pause menu on supported maps | Star Rauchenberger | 2021-03-13 | 6 | -2/+21 |
| | | | | #7 | ||||
* | Pause menu commands can do something | Star Rauchenberger | 2021-03-13 | 5 | -1/+30 |
| | | | | #7 | ||||
* | Added cursor wrapping to pause menu | Star Rauchenberger | 2021-03-13 | 1 | -10/+16 |
| | | | | #7 | ||||
* | Menu cursor should start at the top when opened | Star Rauchenberger | 2021-03-13 | 1 | -0/+2 |
| | | | | Even if it was left on a different option before closing the menu. | ||||
* | Player can move cursor on pause menu | Star Rauchenberger | 2021-03-13 | 4 | -0/+32 |
| | | | | #7 | ||||
* | Added cursor to pause menu | Star Rauchenberger | 2021-03-13 | 4 | -0/+38 |
| | | | | #7 | ||||
* | Rendered pause menu during animation | Star Rauchenberger | 2021-03-13 | 2 | -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 options | Star Rauchenberger | 2021-03-13 | 6 | -1/+88 |
| | | | | #7 | ||||
* | Added pause menu opening and closing animation | Star Rauchenberger | 2021-03-13 | 4 | -12/+86 |
| | | | | #7 | ||||
* | Created Interpolation abstraction | Star Rauchenberger | 2021-03-13 | 5 | -64/+65 |
| | | | | This simplifies EffectSystem quite a bit, and will be useful in other classes. | ||||
* | Created MenuSystem | Star Rauchenberger | 2021-03-13 | 5 | -1/+27 |
| | | | | | | It currently has nothing in it. #7 | ||||
* | Added Magic (from the DCMC) | Star Rauchenberger | 2021-03-12 | 3 | -0/+100 |
| | | | | #16 | ||||
* | [Finale] text from Alive for if you saw Doria | Star Rauchenberger | 2021-03-12 | 1 | -0/+43 |
| | | | | | | Also added a subroutine that delays execution for X milliseconds of player movement. #20 | ||||
* | Interacting with Kuma and Duster in the finale | Star Rauchenberger | 2021-03-12 | 5 | -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 axis | Star Rauchenberger | 2021-03-12 | 1 | -5/+6 |
| | | | | #18 | ||||
* | "switch_claus" event pans to focus on Claus | Star Rauchenberger | 2021-03-11 | 1 | -0/+3 |
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* | Made default sprite hitboxes slightly narrower | Star Rauchenberger | 2021-03-11 | 2 | -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 scene | Star Rauchenberger | 2021-03-11 | 3 | -2/+28 |
| | | | | #20 | ||||
* | Created finale map | Star Rauchenberger | 2021-03-11 | 4 | -0/+147 |
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* | Delete the Github action for now | Star Rauchenberger | 2021-03-11 | 1 | -47/+0 |
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* | Add auto-building on push | Star Rauchenberger | 2021-03-11 | 1 | -0/+47 |
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* | Added sliding around solid tiles | Kelly Rauchenberger | 2021-03-11 | 5 | -3/+78 |
| | | | | #3 | ||||
* | Simplified collision detection output | Kelly Rauchenberger | 2021-03-11 | 5 | -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 hitboxes | Kelly Rauchenberger | 2021-03-11 | 3 | -14/+14 |
| | | | | | | Also made sprite hitboxes bigger. #15 | ||||
* | Added a Masked Man that just watches you | Kelly Rauchenberger | 2021-03-10 | 4 | -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 ladder | Kelly Rauchenberger | 2021-03-09 | 1 | -0/+8 |
| | | | | #9 | ||||
* | Added some stuff to switch places "no" route | Kelly Rauchenberger | 2021-03-09 | 1 | -0/+14 |
| | | | | #10 | ||||
* | Fixed race condition with getting Claus's attention | Kelly Rauchenberger | 2021-03-09 | 1 | -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 ya | Kelly Rauchenberger | 2021-03-09 | 8 | -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 Rauchenberger | 2021-03-09 | 3 | -1/+33 |
| | | | | #10 | ||||
* | Added "let's switch places!" Claus sprite | Kelly Rauchenberger | 2021-03-09 | 6 | -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 silent | Kelly Rauchenberger | 2021-03-08 | 1 | -1/+4 |
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* | Added more Nana dialogue if you talk to her repeatedly | Kelly Rauchenberger | 2021-03-08 | 1 | -1/+19 |
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* | Split collision detection into two phases, horizontal and vertical | Kelly Rauchenberger | 2021-03-08 | 1 | -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 map | Kelly Rauchenberger | 2021-03-08 | 2 | -1/+21 |
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* | Added Nana sprite | Kelly Rauchenberger | 2021-03-08 | 3 | -0/+70 |
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* | Added music to mirror map | Kelly Rauchenberger | 2021-03-07 | 1 | -0/+1 |
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* | Fixed not being able to examine the mirror | Kelly Rauchenberger | 2021-03-07 | 2 | -11/+2 |
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* | Added connection between mirror map and hallucination_interior | Kelly Rauchenberger | 2021-03-07 | 5 | -15/+39 |
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* | Mirror looking doesn't happen while a message is active | Kelly Rauchenberger | 2021-03-07 | 1 | -2/+2 |
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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. |