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* Generalized upper/lower layer map renderingKelly Rauchenberger2021-02-222-0/+9
| | | | | | 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.
* Tweaked Ionia's one line of speechKelly Rauchenberger2021-02-221-1/+1
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* Re-dumped hallucination map/tilesetKelly Rauchenberger2021-02-222-13/+13
| | | | | | 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 frozen animation for cutscenesKelly Rauchenberger2021-02-212-6/+33
| | | | | | The player's party will be set to "frozen" at the start of a cutscene and "still" at the end. "frozen" doesn't include idle animations, which are weird to show up during tense exchanges. A CutsceneOptions enum was introduced to be able to modify the growing number of things that StartCutscene() and HideCutsceneBars() do. Currently the lightning mailbox event uses it so that Lucas's animation is not reset to still (instead of the collapsed animation) after he's electrocuted.
* Added sprite pausingKelly Rauchenberger2021-02-212-0/+26
| | | | | | 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 documentation to the message-related script functionsKelly Rauchenberger2021-02-181-0/+23
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* Started adding event where Claus joins the partyKelly Rauchenberger2021-02-181-0/+26
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* Made some sprites persist between map changesKelly Rauchenberger2021-02-171-9/+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 Rauchenberger2021-02-172-0/+45
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* Added scriptable camera panningKelly Rauchenberger2021-02-162-1/+41
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* Added Kumatora talking animationKelly Rauchenberger2021-02-151-1/+1
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* Wrote some dialogue for the Doria eventKelly Rauchenberger2021-02-151-4/+26
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* Added heart glyph and gamestate script objectKelly Rauchenberger2021-02-152-1/+14
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* Added DoriaKelly Rauchenberger2021-02-151-0/+4
| | | | 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 camera shake to lightning eventKelly Rauchenberger2021-02-152-0/+19
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* Added map fadeoutsKelly Rauchenberger2021-02-142-11/+24
| | | | Screen fadeouts and map fadeouts are now handled by the effect system.
* Added sfx to electrocution eventKelly Rauchenberger2021-02-132-0/+10
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* Added lightning sprite to mailbox eventKelly Rauchenberger2021-02-132-1/+32
| | | | | | | | 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 Rauchenberger2021-02-132-0/+27
| | | | Lucas can get electrocuted now.
* Added tile-sized invisible spritesKelly Rauchenberger2021-02-121-0/+20
| | | | 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 Rauchenberger2021-02-126-14/+22
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* Added message bulletsKelly Rauchenberger2021-02-123-5/+5
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* Flint uses talking animation in script0001 nowKelly Rauchenberger2021-02-111-0/+3
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* Added choice promptsKelly Rauchenberger2021-02-112-1/+17
| | | | "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 cutscenesKelly Rauchenberger2021-02-104-1/+14
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* Player is no longer controllable during map transitionsKelly Rauchenberger2021-02-101-2/+5
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* loadMap requires a direction now, so party trails are set up correctlyKelly Rauchenberger2021-02-101-3/+1
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* Running is preserved across screen transitionsKelly Rauchenberger2021-02-101-0/+13
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* Direction is preserved across map transitions nowKelly Rauchenberger2021-02-101-0/+28
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* Added fade out around map changeKelly Rauchenberger2021-02-103-7/+29
| | | | 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 Rauchenberger2021-02-091-0/+9
| | | | 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 Rauchenberger2021-02-091-0/+6
| | | | Walking into a trigger zone runs a script.
* Added newlines that don't require A pressesKelly Rauchenberger2021-02-091-1/+1
| | | | \n in a text message just indicates a newline. \n\f is a newline with an A press.
* Added "no problem here"Kelly Rauchenberger2021-02-071-0/+5
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* Added sound and animation changes to scriptingKelly Rauchenberger2021-02-062-1/+26
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* Added sprite interactionKelly Rauchenberger2021-02-061-1/+1
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* Created script systemKelly Rauchenberger2021-02-052-0/+27