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path: root/res/sprites/boney_anim.txt
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* Added start points for finale sceneStar Rauchenberger2021-03-111-1/+2
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* Added (still) tired animations for the main fourKelly Rauchenberger2021-03-011-1/+9
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* Added animation for being in a hot springKelly Rauchenberger2021-02-241-1/+17
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* Fixed Boney's climbing animationKelly Rauchenberger2021-02-241-2/+2
| | | | It is weird.
* Added shorthand for repeated frames in animationsKelly Rauchenberger2021-02-241-8/+8
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* Removed manual animation stuffKelly Rauchenberger2021-02-241-2/+2
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* Started working on laddersKelly Rauchenberger2021-02-241-1/+3
| | | | | | | | | | | TODO: * all the animations are weird. we will need to have an adjustable framerate bc the climbing animation does not look right at the current rate. (also remove the manual animation stuff ig) * does the medium stuff seem good and right? i am kinda not satisfied with it. * running onto a ladder causes the characters to bunch up bc the movement speed is slowed down but the trails are not doubled * no ladder running sound * shadows should vanish while on a ladder * uhh if you end a cutscene while on a ladder it resets the animation to "still" which is wrong. will this ever happen? idk * adding a sprite to your party while you are on a ladder??
* Added frozen animation for cutscenesKelly Rauchenberger2021-02-211-0/+8
| | | | | | 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 Boney idle animationKelly Rauchenberger2021-02-201-8/+8
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* Added sound and animation changes to scriptingKelly Rauchenberger2021-02-061-1/+9
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* Organised resources folderKelly Rauchenberger2021-02-051-0/+34