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* Added connection between mirror map and hallucination_interiorKelly Rauchenberger2021-03-072-13/+29
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* Added message when examining the mirrorKelly Rauchenberger2021-03-071-1/+10
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* Idling in front of the mirror faces you toward itKelly Rauchenberger2021-03-061-1/+2
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* Made the mirror room!Kelly Rauchenberger2021-03-063-0/+196
| | | | Not totally done yet. Also not hooked up to anything yet.
* Wrote exit area scripts for underwater and time passageKelly Rauchenberger2021-03-052-2/+8
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* Started "Claus falls off ladder" sceneKelly Rauchenberger2021-03-041-1/+15
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* Set default collision bounds for map spritesKelly Rauchenberger2021-03-035-32/+0
| | | | Since it's always the same ones anyway, might as well set defaults and allow them to be overridden.
* Added smacking to the Mixolydia sceneKelly Rauchenberger2021-03-021-1/+16
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* Started writing the Mixolydia scene!Kelly Rauchenberger2021-03-011-1/+16
| | | | | | Looking pretty good so far. TODO: direction facing functions have inverted Y coordinate. confusion expression doesn't exist yet. rest of scene.
* Added (human) Mixolydia spriteKelly Rauchenberger2021-03-011-1/+14
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* Simplified "animation" map sprite parameterKelly Rauchenberger2021-02-285-7/+7
| | | | The filenames for these are fairly regular, and we're gonna want to abstract it away further later on anyway.
* Added (human) OchoKelly Rauchenberger2021-02-281-1/+13
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* Added music for Mixolydia's houseKelly Rauchenberger2021-02-281-0/+3
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* Added inside of Mixolydia's houseKelly Rauchenberger2021-02-285-2/+473
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* Added pink shell door opening (and fixed the sprite)Kelly Rauchenberger2021-02-281-1/+9
| | | | Door doesn't go anywhere yet though.
* Added door entryway to time passage antechamberKelly Rauchenberger2021-02-283-5/+33
| | | | The entryway should also work for the door in the time_passage map. The spritesheet also contains an entryway for Mixolydia's house.
* Added time passage mailbox eventKelly Rauchenberger2021-02-281-3/+9
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* Added time passage roomsKelly Rauchenberger2021-02-274-0/+616
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* Added A* pathfindingKelly Rauchenberger2021-02-271-1/+4
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* Added underwater music and fixed music not changing bugKelly Rauchenberger2021-02-271-0/+3
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* Added background music (defined on a per-map basis)Kelly Rauchenberger2021-02-274-0/+12
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* Added first underwater mapKelly Rauchenberger2021-02-263-0/+1315
| | | | Also spruced up the event that takes you there. Also fixed an issue where transplantParty wouldn't take the medium of the new position into consideration. Also added a constructor to the lua version of vec2i.
* Lucas wades into hot spring alone when Ionia is thereKelly Rauchenberger2021-02-251-1/+6
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* Ionia is in the water!Kelly Rauchenberger2021-02-241-1/+12
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* Added animation for being in a hot springKelly Rauchenberger2021-02-241-0/+30
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* Added running sound for vine laddersKelly Rauchenberger2021-02-241-0/+6
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* Started working on laddersKelly Rauchenberger2021-02-241-0/+30
| | | | | | | | | | | TODO: * all the animations are weird. we will need to have an adjustable framerate bc the climbing animation does not look right at the current rate. (also remove the manual animation stuff ig) * does the medium stuff seem good and right? i am kinda not satisfied with it. * running onto a ladder causes the characters to bunch up bc the movement speed is slowed down but the trails are not doubled * no ladder running sound * shadows should vanish while on a ladder * uhh if you end a cutscene while on a ladder it resets the animation to "still" which is wrong. will this ever happen? idk * adding a sprite to your party while you are on a ladder??
* Added connection between hallucination_cliff and hallucination_hot_springKelly Rauchenberger2021-02-232-2/+20
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* Generalized upper/lower layer map renderingKelly Rauchenberger2021-02-224-140/+571
| | | | | | 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.
* Adjusted which tiles are solid on the hallucination tilesetKelly Rauchenberger2021-02-221-2/+22
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* Re-dumped hallucination map/tilesetKelly Rauchenberger2021-02-2210-1607/+1743
| | | | | | 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
* Added sprite pausingKelly Rauchenberger2021-02-211-0/+1
| | | | | | 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 speedKelly Rauchenberger2021-02-201-0/+1
| | | | Ionia now moves at half Lucas's speed, which I think is good for NPCs.
* Added enclosure zonesKelly Rauchenberger2021-02-201-1/+3
| | | | 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 mapKelly Rauchenberger2021-02-201-1/+16
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* Started adding event where Claus joins the partyKelly Rauchenberger2021-02-181-1/+13
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* Added heart glyph and gamestate script objectKelly Rauchenberger2021-02-151-1/+1
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* Added DoriaKelly Rauchenberger2021-02-151-1/+17
| | | | 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 lightning sprite to mailbox eventKelly Rauchenberger2021-02-131-1/+4
| | | | | | | | 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 animationsKelly Rauchenberger2021-02-131-1/+7
| | | | Lucas can get electrocuted now.
* Added sprite shadowsKelly Rauchenberger2021-02-131-0/+1
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* Added tile-sized invisible spritesKelly Rauchenberger2021-02-121-2/+8
| | | | 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 nowKelly Rauchenberger2021-02-122-2/+2
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* Dark green map2 tile should be solidKelly Rauchenberger2021-02-101-2/+2
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* Added fade out around map changeKelly Rauchenberger2021-02-102-2/+10
| | | | 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.
* Map changing!Kelly Rauchenberger2021-02-093-1/+718
| | | | 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 Rauchenberger2021-02-091-1/+6
| | | | Walking into a trigger zone runs a script.
* Maps can contain named points of interest called warpsKelly Rauchenberger2021-02-091-1/+4
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* Entity prototypes can be stored in the map file nowKelly Rauchenberger2021-02-091-1/+14
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* Organised resources folderKelly Rauchenberger2021-02-052-0/+798