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* Added sprite opacityStar Rauchenberger2021-07-051-0/+9
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* [switch route] Created Drago Plateau mapStar Rauchenberger2021-03-171-0/+1
| | | | #10
* [switch route] Added backwards RGYY musicStar Rauchenberger2021-03-171-0/+3
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* [switch route] Started working on switching sceneStar Rauchenberger2021-03-172-4/+81
| | | | #10
* Tweaked switch_claus yes branch textStar Rauchenberger2021-03-151-1/+1
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* Added Magic (DCMC) to hallucination_interiorStar Rauchenberger2021-03-141-0/+19
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* [Finale] text from Alive for if you saw DoriaStar Rauchenberger2021-03-121-0/+43
| | | | | | Also added a subroutine that delays execution for X milliseconds of player movement. #20
* Interacting with Kuma and Duster in the finaleStar Rauchenberger2021-03-122-0/+37
| | | | | | 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
* "switch_claus" event pans to focus on ClausStar Rauchenberger2021-03-111-0/+3
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* Added start points for finale sceneStar Rauchenberger2021-03-111-0/+16
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* Created finale mapStar Rauchenberger2021-03-111-0/+1
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* Added some stuff to Claus falling off the ladderKelly Rauchenberger2021-03-091-0/+8
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* Added some stuff to switch places "no" routeKelly Rauchenberger2021-03-091-0/+14
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* Fixed race condition with getting Claus's attentionKelly Rauchenberger2021-03-091-0/+8
| | | | 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.
* switch_claus starts talking when he gets yaKelly Rauchenberger2021-03-091-1/+6
| | | | | | Kumatora, Duster, and Boney had to be given hitboxes, but they are not considered solid. #10
* Added text for "yes" path of "let's switch places"Kelly Rauchenberger2021-03-092-1/+32
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* Added "let's switch places!" Claus spriteKelly Rauchenberger2021-03-092-1/+85
| | | | | | 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
* Nana shouldn't use the talk animation when she's silentKelly Rauchenberger2021-03-081-1/+4
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* Added more Nana dialogue if you talk to her repeatedlyKelly Rauchenberger2021-03-081-1/+19
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* Added Nana to hallucination_cliff mapKelly Rauchenberger2021-03-081-0/+11
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* Added connection between mirror map and hallucination_interiorKelly Rauchenberger2021-03-072-0/+8
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* Mirror looking doesn't happen while a message is activeKelly Rauchenberger2021-03-071-2/+2
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* Added message when examining the mirrorKelly Rauchenberger2021-03-071-0/+17
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* Idling in front of the mirror faces you toward itKelly Rauchenberger2021-03-062-0/+32
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* The mirror reflection changes to Claus, Ionia, and WessKelly Rauchenberger2021-03-061-0/+7
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* Made the mirror room!Kelly Rauchenberger2021-03-061-0/+28
| | | | Not totally done yet. Also not hooked up to anything yet.
* Added the mask sprite layerKelly Rauchenberger2021-03-051-2/+3
| | | | This layer is below the normal sprite layer. Sprites on it are only rendered within the area of a zone that is defined per-map.
* Wrote exit area scripts for underwater and time passageKelly Rauchenberger2021-03-055-0/+50
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* Fixed player losing control on first entering hallucination_interiorKelly Rauchenberger2021-03-041-2/+2
| | | | The issue was that the large number of sprites on the map causes the game sprite vector to resize itself during the map load, which invalidates all sprite object pointers, including the one to the player sprite that is used to give the player control again after a map change.
* Started "Claus falls off ladder" sceneKelly Rauchenberger2021-03-043-0/+104
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* Claus vanishes into a puff of smoke when smacked by MixolydiaKelly Rauchenberger2021-03-021-1/+6
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* Added smacking to the Mixolydia sceneKelly Rauchenberger2021-03-021-1/+51
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* Added door opening sfxKelly Rauchenberger2021-03-022-0/+2
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* Started writing the Mixolydia scene!Kelly Rauchenberger2021-03-014-0/+212
| | | | | | 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 Rauchenberger2021-03-011-0/+4
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* Added (human) OchoKelly Rauchenberger2021-02-281-0/+10
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* Added inside of Mixolydia's houseKelly Rauchenberger2021-02-282-0/+6
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* Added pink shell door opening (and fixed the sprite)Kelly Rauchenberger2021-02-281-0/+4
| | | | Door doesn't go anywhere yet though.
* Added door entryway to time passage antechamberKelly Rauchenberger2021-02-282-0/+14
| | | | The entryway should also work for the door in the time_passage map. The spritesheet also contains an entryway for Mixolydia's house.
* Abstracted changes of sprite.controllable in scriptsKelly Rauchenberger2021-02-281-3/+3
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* Added time passage mailbox eventKelly Rauchenberger2021-02-282-5/+71
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* Added time passage roomsKelly Rauchenberger2021-02-272-0/+6
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* Added A* pathfindingKelly Rauchenberger2021-02-272-0/+75
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* Added underwater music and fixed music not changing bugKelly Rauchenberger2021-02-271-1/+1
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* Added background music (defined on a per-map basis)Kelly Rauchenberger2021-02-271-1/+7
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* Exposed loadMapScripts to scripting engineKelly Rauchenberger2021-02-262-3/+8
| | | | This allows common functions to be stored in not per-map script files. Which is useful for code that we're going to want in a lot of places -- i.e. how every underwater map is going to have a copy of the same exit area function.
* Added animation slowdown effect (for Lucas underwater)Kelly Rauchenberger2021-02-263-0/+11
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* Added sprite bobbing (for Lucas underwater)Kelly Rauchenberger2021-02-263-0/+17
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* Disabled crouching/running in the underwater mapKelly Rauchenberger2021-02-263-0/+22
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* Added first underwater mapKelly Rauchenberger2021-02-264-20/+56
| | | | 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.