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* 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.
* Lucas wades into hot spring alone when Ionia is thereKelly Rauchenberger2021-02-251-10/+20
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* Ionia randomly appears in the waterKelly Rauchenberger2021-02-251-1/+6
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* Fixed animations changing wrong at the start of submerge cutsceneKelly Rauchenberger2021-02-251-2/+1
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* Tweaked underwater textKelly Rauchenberger2021-02-251-2/+2
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* Started working on scene with Lucas going underwaterKelly Rauchenberger2021-02-252-0/+78
| | | | The resurfacing animation seems pretty good actually. Not sure about the sound effect for him submerging. Also gotta fix the issue with cutscenes in non-normal media.
* Added map init scriptsKelly Rauchenberger2021-02-241-0/+4
| | | | Map scripts also now actually run in their own lua thread.
* Added a clipping mode (for testing!)Kelly Rauchenberger2021-02-231-0/+16
| | | | This allows walking through solid objects. It can be enabled and disabled using StartClipping() and StopClipping() in the debug console. It should not be used in any actual scripts.
* Added connection between hallucination_cliff and hallucination_hot_springKelly Rauchenberger2021-02-232-0/+9
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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.