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path: root/res/maps/hallucination_interior.tmx
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* Added a Masked Man that just watches youKelly Rauchenberger2021-03-101-1/+9
| | | | He's standing in an unreachable part of hallucination_interior and can only really be seen when standing in a specific position.
* switch_claus starts talking when he gets yaKelly Rauchenberger2021-03-091-0/+1
| | | | | | Kumatora, Duster, and Boney had to be given hitboxes, but they are not considered solid. #10
* Added "let's switch places!" Claus spriteKelly Rauchenberger2021-03-091-1/+32
| | | | | | 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
* Added connection between mirror map and hallucination_interiorKelly Rauchenberger2021-03-071-12/+20
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* Wrote exit area scripts for underwater and time passageKelly Rauchenberger2021-03-051-1/+4
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* Set default collision bounds for map spritesKelly Rauchenberger2021-03-031-12/+0
| | | | Since it's always the same ones anyway, might as well set defaults and allow them to be overridden.
* Simplified "animation" map sprite parameterKelly Rauchenberger2021-02-281-3/+3
| | | | The filenames for these are fairly regular, and we're gonna want to abstract it away further later on anyway.
* Added time passage mailbox eventKelly Rauchenberger2021-02-281-3/+9
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* Added background music (defined on a per-map basis)Kelly Rauchenberger2021-02-271-0/+3
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* Generalized upper/lower layer map renderingKelly Rauchenberger2021-02-221-80/+222
| | | | | | Map layers can have a flag on them that specifies that they should be rendered as part of the upper set (rendered above the normal sprite layer but below the above sprite layer). Also added map connections between hallucination_interior and hallucination_cliff. And named the layers in the map files bc why not.
* Re-dumped hallucination map/tilesetKelly Rauchenberger2021-02-221-0/+81
The hallucination cliff area and the hot spring map have also been dumped now, but they have not been tested and likely need work because they use a third layer, which is not yet supported. However these all share a tileset now, yay! I added collision and run sounds back to the tiles and hopefully it matches up with what it was before. Also the maps have nicer names now. i.e. big change with no noticeable effects