Commit message (Collapse) | Author | Age | Files | Lines | |
---|---|---|---|---|---|
* | Made the "everyone looks at mirror" behaviour into a background script | Star Rauchenberger | 2021-07-05 | 1 | -0/+1 |
| | | | | This simplifies it a bit, because it no longer needs to constantly check that we are on the right map. It is linked to the mirror's edge. | ||||
* | [switch route] Created Drago Plateau map | Star Rauchenberger | 2021-03-17 | 3 | -0/+1252 |
| | | | | #10 | ||||
* | [switch route] Added backwards RGYY music | Star Rauchenberger | 2021-03-17 | 1 | -1/+1 |
| | | | | #10 | ||||
* | [switch route] Started working on switching scene | Star Rauchenberger | 2021-03-17 | 1 | -0/+230 |
| | | | | #10 | ||||
* | Added Magic (DCMC) to hallucination_interior | Star Rauchenberger | 2021-03-14 | 1 | -1/+12 |
| | |||||
* | Added option to exit area from pause menu on supported maps | Star Rauchenberger | 2021-03-13 | 3 | -0/+3 |
| | | | | #7 | ||||
* | Interacting with Kuma and Duster in the finale | Star Rauchenberger | 2021-03-12 | 2 | -69/+5 |
| | | | | | | 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 | ||||
* | Added start points for finale scene | Star Rauchenberger | 2021-03-11 | 1 | -1/+10 |
| | | | | #20 | ||||
* | Created finale map | Star Rauchenberger | 2021-03-11 | 3 | -0/+146 |
| | |||||
* | Added a Masked Man that just watches you | Kelly Rauchenberger | 2021-03-10 | 1 | -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 ya | Kelly Rauchenberger | 2021-03-09 | 1 | -0/+1 |
| | | | | | | Kumatora, Duster, and Boney had to be given hitboxes, but they are not considered solid. #10 | ||||
* | Added "let's switch places!" Claus sprite | Kelly Rauchenberger | 2021-03-09 | 1 | -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 Nana to hallucination_cliff map | Kelly Rauchenberger | 2021-03-08 | 1 | -1/+10 |
| | |||||
* | Added music to mirror map | Kelly Rauchenberger | 2021-03-07 | 1 | -0/+1 |
| | |||||
* | Fixed not being able to examine the mirror | Kelly Rauchenberger | 2021-03-07 | 2 | -11/+2 |
| | |||||
* | Added connection between mirror map and hallucination_interior | Kelly Rauchenberger | 2021-03-07 | 2 | -13/+29 |
| | |||||
* | Added message when examining the mirror | Kelly Rauchenberger | 2021-03-07 | 1 | -1/+10 |
| | |||||
* | Idling in front of the mirror faces you toward it | Kelly Rauchenberger | 2021-03-06 | 1 | -1/+2 |
| | |||||
* | Made the mirror room! | Kelly Rauchenberger | 2021-03-06 | 3 | -0/+196 |
| | | | | Not totally done yet. Also not hooked up to anything yet. | ||||
* | Wrote exit area scripts for underwater and time passage | Kelly Rauchenberger | 2021-03-05 | 2 | -2/+8 |
| | |||||
* | Started "Claus falls off ladder" scene | Kelly Rauchenberger | 2021-03-04 | 1 | -1/+15 |
| | |||||
* | Set default collision bounds for map sprites | Kelly Rauchenberger | 2021-03-03 | 5 | -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 scene | Kelly Rauchenberger | 2021-03-02 | 1 | -1/+16 |
| | |||||
* | Started writing the Mixolydia scene! | Kelly Rauchenberger | 2021-03-01 | 1 | -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 sprite | Kelly Rauchenberger | 2021-03-01 | 1 | -1/+14 |
| | |||||
* | Simplified "animation" map sprite parameter | Kelly Rauchenberger | 2021-02-28 | 5 | -7/+7 |
| | | | | The filenames for these are fairly regular, and we're gonna want to abstract it away further later on anyway. | ||||
* | Added (human) Ocho | Kelly Rauchenberger | 2021-02-28 | 1 | -1/+13 |
| | |||||
* | Added music for Mixolydia's house | Kelly Rauchenberger | 2021-02-28 | 1 | -0/+3 |
| | |||||
* | Added inside of Mixolydia's house | Kelly Rauchenberger | 2021-02-28 | 5 | -2/+473 |
| | |||||
* | Added pink shell door opening (and fixed the sprite) | Kelly Rauchenberger | 2021-02-28 | 1 | -1/+9 |
| | | | | Door doesn't go anywhere yet though. | ||||
* | Added door entryway to time passage antechamber | Kelly Rauchenberger | 2021-02-28 | 3 | -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 event | Kelly Rauchenberger | 2021-02-28 | 1 | -3/+9 |
| | |||||
* | Added time passage rooms | Kelly Rauchenberger | 2021-02-27 | 4 | -0/+616 |
| | |||||
* | Added A* pathfinding | Kelly Rauchenberger | 2021-02-27 | 1 | -1/+4 |
| | |||||
* | Added underwater music and fixed music not changing bug | Kelly Rauchenberger | 2021-02-27 | 1 | -0/+3 |
| | |||||
* | Added background music (defined on a per-map basis) | Kelly Rauchenberger | 2021-02-27 | 4 | -0/+12 |
| | |||||
* | Added first underwater map | Kelly Rauchenberger | 2021-02-26 | 3 | -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 there | Kelly Rauchenberger | 2021-02-25 | 1 | -1/+6 |
| | |||||
* | Ionia is in the water! | Kelly Rauchenberger | 2021-02-24 | 1 | -1/+12 |
| | |||||
* | Added animation for being in a hot spring | Kelly Rauchenberger | 2021-02-24 | 1 | -0/+30 |
| | |||||
* | Added running sound for vine ladders | Kelly Rauchenberger | 2021-02-24 | 1 | -0/+6 |
| | |||||
* | Started working on ladders | Kelly Rauchenberger | 2021-02-24 | 1 | -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_spring | Kelly Rauchenberger | 2021-02-23 | 2 | -2/+20 |
| | |||||
* | Generalized upper/lower layer map rendering | Kelly Rauchenberger | 2021-02-22 | 4 | -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 tileset | Kelly Rauchenberger | 2021-02-22 | 1 | -2/+22 |
| | |||||
* | Re-dumped hallucination map/tileset | Kelly Rauchenberger | 2021-02-22 | 10 | -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 pausing | Kelly Rauchenberger | 2021-02-21 | 1 | -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 speed | Kelly Rauchenberger | 2021-02-20 | 1 | -0/+1 |
| | | | | Ionia now moves at half Lucas's speed, which I think is good for NPCs. | ||||
* | Added enclosure zones | Kelly Rauchenberger | 2021-02-20 | 1 | -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 map | Kelly Rauchenberger | 2021-02-20 | 1 | -1/+16 |
| |