Commit message (Collapse) | Author | Age | Files | Lines | |
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* | switch_claus starts talking when he gets ya | Kelly Rauchenberger | 2021-03-09 | 1 | -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 Rauchenberger | 2021-03-09 | 2 | -1/+32 |
| | | | | #10 | ||||
* | Added "let's switch places!" Claus sprite | Kelly Rauchenberger | 2021-03-09 | 2 | -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 silent | Kelly Rauchenberger | 2021-03-08 | 1 | -1/+4 |
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* | Added more Nana dialogue if you talk to her repeatedly | Kelly Rauchenberger | 2021-03-08 | 1 | -1/+19 |
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* | Added Nana to hallucination_cliff map | Kelly Rauchenberger | 2021-03-08 | 1 | -0/+11 |
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* | Added connection between mirror map and hallucination_interior | Kelly Rauchenberger | 2021-03-07 | 2 | -0/+8 |
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* | Mirror looking doesn't happen while a message is active | Kelly Rauchenberger | 2021-03-07 | 1 | -2/+2 |
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* | Added message when examining the mirror | Kelly Rauchenberger | 2021-03-07 | 1 | -0/+17 |
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* | Idling in front of the mirror faces you toward it | Kelly Rauchenberger | 2021-03-06 | 2 | -0/+32 |
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* | The mirror reflection changes to Claus, Ionia, and Wess | Kelly Rauchenberger | 2021-03-06 | 1 | -0/+7 |
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* | Made the mirror room! | Kelly Rauchenberger | 2021-03-06 | 1 | -0/+28 |
| | | | | Not totally done yet. Also not hooked up to anything yet. | ||||
* | Added the mask sprite layer | Kelly Rauchenberger | 2021-03-05 | 1 | -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 passage | Kelly Rauchenberger | 2021-03-05 | 5 | -0/+50 |
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* | Fixed player losing control on first entering hallucination_interior | Kelly Rauchenberger | 2021-03-04 | 1 | -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" scene | Kelly Rauchenberger | 2021-03-04 | 3 | -0/+104 |
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* | Claus vanishes into a puff of smoke when smacked by Mixolydia | Kelly Rauchenberger | 2021-03-02 | 1 | -1/+6 |
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* | Added smacking to the Mixolydia scene | Kelly Rauchenberger | 2021-03-02 | 1 | -1/+51 |
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* | Added door opening sfx | Kelly Rauchenberger | 2021-03-02 | 2 | -0/+2 |
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* | Started writing the Mixolydia scene! | Kelly Rauchenberger | 2021-03-01 | 4 | -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 sprite | Kelly Rauchenberger | 2021-03-01 | 1 | -0/+4 |
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* | Added (human) Ocho | Kelly Rauchenberger | 2021-02-28 | 1 | -0/+10 |
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* | Added inside of Mixolydia's house | Kelly Rauchenberger | 2021-02-28 | 2 | -0/+6 |
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* | Added pink shell door opening (and fixed the sprite) | Kelly Rauchenberger | 2021-02-28 | 1 | -0/+4 |
| | | | | Door doesn't go anywhere yet though. | ||||
* | Added door entryway to time passage antechamber | Kelly Rauchenberger | 2021-02-28 | 2 | -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 scripts | Kelly Rauchenberger | 2021-02-28 | 1 | -3/+3 |
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* | Added time passage mailbox event | Kelly Rauchenberger | 2021-02-28 | 2 | -5/+71 |
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* | Added time passage rooms | Kelly Rauchenberger | 2021-02-27 | 2 | -0/+6 |
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* | Added A* pathfinding | Kelly Rauchenberger | 2021-02-27 | 2 | -0/+75 |
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* | Added underwater music and fixed music not changing bug | Kelly Rauchenberger | 2021-02-27 | 1 | -1/+1 |
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* | Added background music (defined on a per-map basis) | Kelly Rauchenberger | 2021-02-27 | 1 | -1/+7 |
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* | Exposed loadMapScripts to scripting engine | Kelly Rauchenberger | 2021-02-26 | 2 | -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 Rauchenberger | 2021-02-26 | 3 | -0/+11 |
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* | Added sprite bobbing (for Lucas underwater) | Kelly Rauchenberger | 2021-02-26 | 3 | -0/+17 |
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* | Disabled crouching/running in the underwater map | Kelly Rauchenberger | 2021-02-26 | 3 | -0/+22 |
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* | Added first underwater map | Kelly Rauchenberger | 2021-02-26 | 4 | -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 there | Kelly Rauchenberger | 2021-02-25 | 1 | -10/+20 |
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* | Ionia randomly appears in the water | Kelly Rauchenberger | 2021-02-25 | 1 | -1/+6 |
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* | Fixed animations changing wrong at the start of submerge cutscene | Kelly Rauchenberger | 2021-02-25 | 1 | -2/+1 |
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* | Tweaked underwater text | Kelly Rauchenberger | 2021-02-25 | 1 | -2/+2 |
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* | Started working on scene with Lucas going underwater | Kelly Rauchenberger | 2021-02-25 | 2 | -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 scripts | Kelly Rauchenberger | 2021-02-24 | 1 | -0/+4 |
| | | | | Map scripts also now actually run in their own lua thread. | ||||
* | Added a clipping mode (for testing!) | Kelly Rauchenberger | 2021-02-23 | 1 | -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_spring | Kelly Rauchenberger | 2021-02-23 | 2 | -0/+9 |
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* | Generalized upper/lower layer map rendering | Kelly Rauchenberger | 2021-02-22 | 2 | -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 speech | Kelly Rauchenberger | 2021-02-22 | 1 | -1/+1 |
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* | Re-dumped hallucination map/tileset | Kelly Rauchenberger | 2021-02-22 | 2 | -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 cutscenes | Kelly Rauchenberger | 2021-02-21 | 2 | -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 pausing | Kelly Rauchenberger | 2021-02-21 | 2 | -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 functions | Kelly Rauchenberger | 2021-02-18 | 1 | -0/+23 |
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