| Commit message (Collapse) | Author | Age | Files | Lines |
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It is weird.
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Lucas's climbing animation now accurately uses 60fps and looks correct finally!
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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??
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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.
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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.
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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.
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Lucas can get electrocuted now.
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