Commit message (Collapse) | Author | Age | Files | Lines | |
---|---|---|---|---|---|
* | More of Hinawa event | Star Rauchenberger | 2021-07-06 | 1 | -1/+106 |
| | | | | | | This is the beginning of the second part, ending with Hinawa walking off the cliff, Kumatora/Duster/Boney bunched over on the right, and Lucas in the middle, where he'll have to decide who to go toward. #28 | ||||
* | Added moonwalking to pathfinding behaviour | Star Rauchenberger | 2021-07-06 | 1 | -1/+2 |
| | | | | This flag will make the sprite appear to be walking backwards. | ||||
* | Added beginning of Hinawa event | Star Rauchenberger | 2021-07-06 | 1 | -0/+84 |
| | | | | #28 | ||||
* | Added the ability to pan camera to a warp point | Star Rauchenberger | 2021-07-06 | 1 | -0/+4 |
| | |||||
* | Made the "everyone looks at mirror" behaviour into a background script | Star Rauchenberger | 2021-07-05 | 1 | -6/+5 |
| | | | | This simplifies it a bit, because it no longer needs to constantly check that we are on the right map. It is linked to the mirror's edge. | ||||
* | Added background scripts | Star Rauchenberger | 2021-07-05 | 1 | -0/+14 |
| | | | | Background scripts are scripts that are launched when a map is loaded. They differ in use from a map's init script in that they are expected to contain an infinite loop. These scripts are linked to a sprite and will be killed when that sprite is destroyed (usually when the map is unloaded, but if the sprite is made persistent then it may last longer). The thread running the script is given no warning that it is being killed; the coroutine is simply never called again, and the thread is disposed of. Because of this, background scripts MUST ensure the game is in a consistent state before coroutine yielding, because it is not guaranteed that the coroutine will ever be called again. | ||||
* | Added fading in/out sprites | Star Rauchenberger | 2021-07-05 | 1 | -0/+14 |
| | |||||
* | Added sprite opacity | Star Rauchenberger | 2021-07-05 | 1 | -0/+9 |
| | |||||
* | [switch route] Created Drago Plateau map | Star Rauchenberger | 2021-03-17 | 1 | -0/+1 |
| | | | | #10 | ||||
* | [switch route] Added backwards RGYY music | Star Rauchenberger | 2021-03-17 | 1 | -0/+3 |
| | | | | #10 | ||||
* | [switch route] Started working on switching scene | Star Rauchenberger | 2021-03-17 | 2 | -4/+81 |
| | | | | #10 | ||||
* | Tweaked switch_claus yes branch text | Star Rauchenberger | 2021-03-15 | 1 | -1/+1 |
| | | | | #10 | ||||
* | Added Magic (DCMC) to hallucination_interior | Star Rauchenberger | 2021-03-14 | 1 | -0/+19 |
| | |||||
* | [Finale] text from Alive for if you saw Doria | Star Rauchenberger | 2021-03-12 | 1 | -0/+43 |
| | | | | | | Also added a subroutine that delays execution for X milliseconds of player movement. #20 | ||||
* | Interacting with Kuma and Duster in the finale | Star Rauchenberger | 2021-03-12 | 2 | -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 Claus | Star Rauchenberger | 2021-03-11 | 1 | -0/+3 |
| | |||||
* | Added start points for finale scene | Star Rauchenberger | 2021-03-11 | 1 | -0/+16 |
| | | | | #20 | ||||
* | Created finale map | Star Rauchenberger | 2021-03-11 | 1 | -0/+1 |
| | |||||
* | Added some stuff to Claus falling off the ladder | Kelly Rauchenberger | 2021-03-09 | 1 | -0/+8 |
| | | | | #9 | ||||
* | Added some stuff to switch places "no" route | Kelly Rauchenberger | 2021-03-09 | 1 | -0/+14 |
| | | | | #10 | ||||
* | Fixed race condition with getting Claus's attention | Kelly Rauchenberger | 2021-03-09 | 1 | -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 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 |
| | |||||
* | Added more Nana dialogue if you talk to her repeatedly | Kelly Rauchenberger | 2021-03-08 | 1 | -1/+19 |
| | |||||
* | Added Nana to hallucination_cliff map | Kelly Rauchenberger | 2021-03-08 | 1 | -0/+11 |
| | |||||
* | Added connection between mirror map and hallucination_interior | Kelly Rauchenberger | 2021-03-07 | 2 | -0/+8 |
| | |||||
* | Mirror looking doesn't happen while a message is active | Kelly Rauchenberger | 2021-03-07 | 1 | -2/+2 |
| | |||||
* | Added message when examining the mirror | Kelly Rauchenberger | 2021-03-07 | 1 | -0/+17 |
| | |||||
* | Idling in front of the mirror faces you toward it | Kelly Rauchenberger | 2021-03-06 | 2 | -0/+32 |
| | |||||
* | The mirror reflection changes to Claus, Ionia, and Wess | Kelly Rauchenberger | 2021-03-06 | 1 | -0/+7 |
| | |||||
* | 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 |
| | |||||
* | 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 |
| | |||||
* | Claus vanishes into a puff of smoke when smacked by Mixolydia | Kelly Rauchenberger | 2021-03-02 | 1 | -1/+6 |
| | |||||
* | Added smacking to the Mixolydia scene | Kelly Rauchenberger | 2021-03-02 | 1 | -1/+51 |
| | |||||
* | Added door opening sfx | Kelly Rauchenberger | 2021-03-02 | 2 | -0/+2 |
| | |||||
* | 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 |
| | |||||
* | Added (human) Ocho | Kelly Rauchenberger | 2021-02-28 | 1 | -0/+10 |
| | |||||
* | Added inside of Mixolydia's house | Kelly Rauchenberger | 2021-02-28 | 2 | -0/+6 |
| | |||||
* | 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 |
| | |||||
* | Added time passage mailbox event | Kelly Rauchenberger | 2021-02-28 | 2 | -5/+71 |
| | |||||
* | Added time passage rooms | Kelly Rauchenberger | 2021-02-27 | 2 | -0/+6 |
| | |||||
* | Added A* pathfinding | Kelly Rauchenberger | 2021-02-27 | 2 | -0/+75 |
| |