| Commit message (Collapse) | Author | Age | Files | Lines |
| |
|
|
|
|
| |
#10
|
|
|
|
| |
It was possible to cause a crash by having two overlapping "switch_claus_attention" triggers, which then both try to remove his surprised expression. Now, there's essentially a lock on the function.
|
|
|
|
|
|
| |
Kumatora, Duster, and Boney had to be given hitboxes, but they are not considered solid.
#10
|
|
|
|
| |
#10
|
|
|
|
|
|
| |
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
|
| |
|
|
|
|
|
|
| |
Looking pretty good so far.
TODO: direction facing functions have inverted Y coordinate. confusion expression doesn't exist yet. rest of scene.
|
| |
|
|
|
|
|
|
| |
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.
|
| |
|
|
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
|