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* [switch route] Lucas strangled animationsStar Rauchenberger2021-03-181-1/+4
| | | | | | They don't quite mesh with the Mecha Drago though. Will have to work on that. #10
* Added (still) tired animations for the main fourKelly Rauchenberger2021-03-011-1/+9
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* Started working on scene with Lucas going underwaterKelly Rauchenberger2021-02-251-1/+4
| | | | 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 animation for being in a hot springKelly Rauchenberger2021-02-241-1/+17
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* Added variable animation frame ratesKelly Rauchenberger2021-02-241-2/+2
| | | | Lucas's climbing animation now accurately uses 60fps and looks correct finally!
* Added shorthand for repeated frames in animationsKelly Rauchenberger2021-02-241-5/+5
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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 Lucas blinking idle animationKelly Rauchenberger2021-02-201-5/+5
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* Added sfx to electrocution eventKelly Rauchenberger2021-02-131-1/+1
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* Added lightning sprite to mailbox eventKelly Rauchenberger2021-02-131-1/+2
| | | | | | | | 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.
* Added non-looping animationsKelly Rauchenberger2021-02-131-1/+2
| | | | Lucas can get electrocuted now.
* Organised resources folderKelly Rauchenberger2021-02-051-0/+34