Commit message (Collapse) | Author | Age | Files | Lines | ||
---|---|---|---|---|---|---|
... | ||||||
* | Added a debug console | Kelly Rauchenberger | 2021-02-21 | 14 | -2/+150 | |
| | | | | | | | | Open it by pressing backtick, close it by hitting escape. Pressing backtick does not open it in release builds. Current shortcomings: opening it for the first time also types a backtick for some reason, but not on subsequent times. Also, it doesn't create a coroutine, so any script function that yields is going to fail. This also added a "is gameplay paused" flag to Game, which will be useful for adding a pause menu. | |||||
* | Added sprite pausing | Kelly Rauchenberger | 2021-02-21 | 7 | -3/+38 | |
| | | | | | | All sprites are now paused when a cutscene starts and unpaused when it ends. Pausing means that the CharacterSystem and BehaviourSystem will not process them in their tick. This allows specific sprites to be unpaused during cutscenes if movement is needed. The player character is halted and made non-controllable by the script when the cutscene starts and made controllable again when it ends. It is important to remember that if interacting with a sprite that might be moving, you have to manually call Halt() on them in their script to make them stop moving. | |||||
* | Added variable movement speed | Kelly Rauchenberger | 2021-02-20 | 10 | -12/+23 | |
| | | | | Ionia now moves at half Lucas's speed, which I think is good for NPCs. | |||||
* | Added enclosure zones | Kelly Rauchenberger | 2021-02-20 | 6 | -1/+63 | |
| | | | | A sprite with an enclosure zone will collide with it if it attempts to leave the area defined by the zone. This is used to make sure that wandering sprites don't end up in weird places. | |||||
* | Added a randomly wandering Ionia to the map | Kelly Rauchenberger | 2021-02-20 | 11 | -6/+99 | |
| | ||||||
* | Added Duster idle animation | Kelly Rauchenberger | 2021-02-20 | 1 | -5/+5 | |
| | ||||||
* | Added Kumatora idle animation | Kelly Rauchenberger | 2021-02-20 | 1 | -8/+8 | |
| | ||||||
* | Added Boney idle animation | Kelly Rauchenberger | 2021-02-20 | 1 | -8/+8 | |
| | ||||||
* | Added Lucas blinking idle animation | Kelly Rauchenberger | 2021-02-20 | 1 | -5/+5 | |
| | ||||||
* | Added Ionia | Kelly Rauchenberger | 2021-02-20 | 3 | -0/+164 | |
| | ||||||
* | Added documentation to the message-related script functions | Kelly Rauchenberger | 2021-02-18 | 1 | -0/+23 | |
| | ||||||
* | Spawnblocked map sprites with already-used names | Kelly Rauchenberger | 2021-02-18 | 1 | -0/+4 | |
| | | | | i.e. Map prototypes and triggers will not be instantiated upon loading the map if there is a persistent sprite with the same name. This is important because the Claus that joins your party is originally a map prototype. | |||||
* | Started adding event where Claus joins the party | Kelly Rauchenberger | 2021-02-18 | 8 | -3/+154 | |
| | ||||||
* | Made some sprites persist between map changes | Kelly Rauchenberger | 2021-02-17 | 13 | -94/+111 | |
| | | | | | | The player party characters are now initialised at the start of the game and are no longer re-created after every map change. The script system takes care of moving the player into the correct position on the new map. Deleted sprite IDs are now reused the next time a sprite is created, instead of throwing out everything between maps. | |||||
* | Added expressions (currently just surprise) | Kelly Rauchenberger | 2021-02-17 | 6 | -1/+62 | |
| | ||||||
* | Added scriptable camera panning | Kelly Rauchenberger | 2021-02-16 | 5 | -15/+120 | |
| | ||||||
* | Added Kumatora talking animation | Kelly Rauchenberger | 2021-02-15 | 2 | -2/+10 | |
| | ||||||
* | Wrote some dialogue for the Doria event | Kelly Rauchenberger | 2021-02-15 | 1 | -4/+26 | |
| | ||||||
* | Added heart glyph and gamestate script object | Kelly Rauchenberger | 2021-02-15 | 5 | -3/+16 | |
| | ||||||
* | Added Doria | Kelly Rauchenberger | 2021-02-15 | 5 | -1/+224 | |
| | | | | Things to note about her: she does not have walking animations in the intercardinal directions. Also her disappearing animation needs a higher frame rate than the 30 FPS we currently have. | |||||
* | Added camera shake to lightning event | Kelly Rauchenberger | 2021-02-15 | 6 | -3/+71 | |
| | ||||||
* | Added map fadeouts | Kelly Rauchenberger | 2021-02-14 | 11 | -25/+190 | |
| | | | | Screen fadeouts and map fadeouts are now handled by the effect system. | |||||
* | Added sfx to electrocution event | Kelly Rauchenberger | 2021-02-13 | 5 | -1/+11 | |
| | ||||||
* | Added lightning sprite to mailbox event | Kelly Rauchenberger | 2021-02-13 | 23 | -36/+190 | |
| | | | | | | | | Sprites can be destroyed now, which really just means that their index is removed from the list of active sprites. The actual memory is not freed until all sprites are deleted on map change. Sprite layers are introduced. All sprites by default are on layer 0 (Normal) which renders them in between the lower and upper map layers. There is also a layer 1 (Above) that renders above the upper map layer, and the sprite for the lightning strike uses this layer in order to not be hidden by the trees. Fixed a bug where waiting for the end of a non-looping animation would trip the flag immediately upon the final frame activating, instead of waiting the length of the last frame. | |||||
* | Added non-looping animations | Kelly Rauchenberger | 2021-02-13 | 8 | -13/+67 | |
| | | | | Lucas can get electrocuted now. | |||||
* | Player is a bit lower on screen now | Kelly Rauchenberger | 2021-02-13 | 1 | -1/+1 | |
| | ||||||
* | Added sprite shadows | Kelly Rauchenberger | 2021-02-13 | 7 | -0/+16 | |
| | ||||||
* | Got correct sprites for message arrows | Kelly Rauchenberger | 2021-02-12 | 4 | -13/+18 | |
| | ||||||
* | Added sfx for selecting message choices | Kelly Rauchenberger | 2021-02-12 | 3 | -0/+8 | |
| | ||||||
* | Added tile-sized invisible sprites | Kelly Rauchenberger | 2021-02-12 | 4 | -3/+46 | |
| | | | | These are used when you want a solid, interactable object that is part of the map instead of sprite animated (e.g. the mailboxes). | |||||
* | Scripts are organised per-map now | Kelly Rauchenberger | 2021-02-12 | 15 | -35/+44 | |
| | ||||||
* | Added message bullets | Kelly Rauchenberger | 2021-02-12 | 6 | -18/+37 | |
| | ||||||
* | Flint uses talking animation in script0001 now | Kelly Rauchenberger | 2021-02-11 | 2 | -1/+12 | |
| | ||||||
* | Added choice prompts | Kelly Rauchenberger | 2021-02-11 | 8 | -39/+127 | |
| | | | | "A presses" are also no longer special values in the lines list, but are rather a field on the MessageLine object. | |||||
* | Dark green map2 tile should be solid | Kelly Rauchenberger | 2021-02-10 | 1 | -2/+2 | |
| | ||||||
* | Player movement/input is halted during cutscenes | Kelly Rauchenberger | 2021-02-10 | 7 | -2/+30 | |
| | ||||||
* | Player is no longer controllable during map transitions | Kelly Rauchenberger | 2021-02-10 | 5 | -6/+12 | |
| | ||||||
* | Removed out-of-bounds tile collision | Kelly Rauchenberger | 2021-02-10 | 1 | -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 correctly | Kelly Rauchenberger | 2021-02-10 | 6 | -9/+15 | |
| | ||||||
* | Running is preserved across screen transitions | Kelly Rauchenberger | 2021-02-10 | 4 | -13/+45 | |
| | ||||||
* | Direction is preserved across map transitions now | Kelly Rauchenberger | 2021-02-10 | 2 | -1/+53 | |
| | ||||||
* | Fixed running sound looping infinitely after running into map change | Kelly Rauchenberger | 2021-02-10 | 3 | -4/+14 | |
| | ||||||
* | Fixed cmake warnings from SDL2_image/mixer | Kelly Rauchenberger | 2021-02-10 | 3 | -2/+2 | |
| | ||||||
* | Fixed audio popping from speaking tones | Kelly Rauchenberger | 2021-02-10 | 5 | -0/+0 | |
| | | | | The fix was done by adding a fade in and fade out to the sound files. | |||||
* | Added fade out around map change | Kelly Rauchenberger | 2021-02-10 | 9 | -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 warp | Kelly Rauchenberger | 2021-02-10 | 1 | -4/+6 | |
| | ||||||
* | Fixed issue with walking vertically into solid sprites | Kelly Rauchenberger | 2021-02-10 | 1 | -6/+6 | |
| | ||||||
* | Map changing! | Kelly Rauchenberger | 2021-02-09 | 20 | -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 map | Kelly Rauchenberger | 2021-02-09 | 10 | -19/+88 | |
| | | | | Walking into a trigger zone runs a script. | |||||
* | Maps can contain named points of interest called warps | Kelly Rauchenberger | 2021-02-09 | 4 | -2/+15 | |
| |