| Commit message (Collapse) | Author | Age | Files | Lines |
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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.
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Screen fadeouts and map fadeouts are now handled by the effect system.
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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.
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Lucas can get electrocuted now.
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These are used when you want a solid, interactable object that is part of the map instead of sprite animated (e.g. the mailboxes).
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"A presses" are also no longer special values in the lines list, but are rather a field on the MessageLine object.
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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.
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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).
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Walking into a trigger zone runs a script.
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\n in a text message just indicates a newline. \n\f is a newline with an A press.
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