Commit message (Collapse) | Author | Age | Files | Lines | |
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* | Made some sprites persist between map changes | Kelly Rauchenberger | 2021-02-17 | 1 | -9/+3 |
| | | | | | | 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 | 1 | -0/+18 |
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* | Added scriptable camera panning | Kelly Rauchenberger | 2021-02-16 | 1 | -0/+23 |
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* | Added heart glyph and gamestate script object | Kelly Rauchenberger | 2021-02-15 | 1 | -0/+2 |
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* | Added camera shake to lightning event | Kelly Rauchenberger | 2021-02-15 | 1 | -0/+8 |
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* | Added map fadeouts | Kelly Rauchenberger | 2021-02-14 | 1 | -11/+18 |
| | | | | Screen fadeouts and map fadeouts are now handled by the effect system. | ||||
* | Added sfx to electrocution event | Kelly Rauchenberger | 2021-02-13 | 1 | -0/+6 |
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* | Added lightning sprite to mailbox event | Kelly Rauchenberger | 2021-02-13 | 1 | -0/+24 |
| | | | | | | | | 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 | 1 | -0/+13 |
| | | | | Lucas can get electrocuted now. | ||||
* | Scripts are organised per-map now | Kelly Rauchenberger | 2021-02-12 | 1 | -1/+1 |
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* | Added choice prompts | Kelly Rauchenberger | 2021-02-11 | 1 | -0/+8 |
| | | | | "A presses" are also no longer special values in the lines list, but are rather a field on the MessageLine object. | ||||
* | Player movement/input is halted during cutscenes | Kelly Rauchenberger | 2021-02-10 | 1 | -0/+11 |
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* | Player is no longer controllable during map transitions | Kelly Rauchenberger | 2021-02-10 | 1 | -2/+5 |
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* | loadMap requires a direction now, so party trails are set up correctly | Kelly Rauchenberger | 2021-02-10 | 1 | -3/+1 |
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* | Running is preserved across screen transitions | Kelly Rauchenberger | 2021-02-10 | 1 | -0/+13 |
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* | Direction is preserved across map transitions now | Kelly Rauchenberger | 2021-02-10 | 1 | -0/+28 |
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* | Added fade out around map change | Kelly Rauchenberger | 2021-02-10 | 1 | -0/+25 |
| | | | | 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. | ||||
* | Added sound and animation changes to scripting | Kelly Rauchenberger | 2021-02-06 | 1 | -0/+17 |
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* | Created script system | Kelly Rauchenberger | 2021-02-05 | 1 | -0/+23 |