Commit message (Collapse) | Author | Age | Files | Lines | |
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* | Started adding event where Claus joins the party | Kelly Rauchenberger | 2021-02-18 | 5 | -1/+138 |
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* | Made some sprites persist between map changes | Kelly Rauchenberger | 2021-02-17 | 1 | -9/+3 |
| | | | | | | The player party characters are now initialised at the start of the game and are no longer re-created after every map change. The script system takes care of moving the player into the correct position on the new map. Deleted sprite IDs are now reused the next time a sprite is created, instead of throwing out everything between maps. | ||||
* | Added expressions (currently just surprise) | Kelly Rauchenberger | 2021-02-17 | 5 | -0/+53 |
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* | Added scriptable camera panning | Kelly Rauchenberger | 2021-02-16 | 2 | -1/+41 |
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* | Added Kumatora talking animation | Kelly Rauchenberger | 2021-02-15 | 2 | -2/+10 |
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* | Wrote some dialogue for the Doria event | Kelly Rauchenberger | 2021-02-15 | 1 | -4/+26 |
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* | Added heart glyph and gamestate script object | Kelly Rauchenberger | 2021-02-15 | 5 | -3/+16 |
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* | Added Doria | Kelly Rauchenberger | 2021-02-15 | 5 | -1/+224 |
| | | | | 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. | ||||
* | Added camera shake to lightning event | Kelly Rauchenberger | 2021-02-15 | 2 | -0/+19 |
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* | Added map fadeouts | Kelly Rauchenberger | 2021-02-14 | 2 | -11/+24 |
| | | | | Screen fadeouts and map fadeouts are now handled by the effect system. | ||||
* | Added sfx to electrocution event | Kelly Rauchenberger | 2021-02-13 | 5 | -1/+11 |
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* | Added lightning sprite to mailbox event | Kelly Rauchenberger | 2021-02-13 | 7 | -3/+55 |
| | | | | | | | | 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 animations | Kelly Rauchenberger | 2021-02-13 | 4 | -2/+36 |
| | | | | Lucas can get electrocuted now. | ||||
* | Added sprite shadows | Kelly Rauchenberger | 2021-02-13 | 2 | -0/+1 |
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* | Got correct sprites for message arrows | Kelly Rauchenberger | 2021-02-12 | 2 | -0/+0 |
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* | Added sfx for selecting message choices | Kelly Rauchenberger | 2021-02-12 | 2 | -0/+0 |
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* | Added tile-sized invisible sprites | Kelly Rauchenberger | 2021-02-12 | 2 | -2/+28 |
| | | | | These are used when you want a solid, interactable object that is part of the map instead of sprite animated (e.g. the mailboxes). | ||||
* | Scripts are organised per-map now | Kelly Rauchenberger | 2021-02-12 | 8 | -16/+24 |
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* | Added message bullets | Kelly Rauchenberger | 2021-02-12 | 3 | -5/+5 |
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* | Flint uses talking animation in script0001 now | Kelly Rauchenberger | 2021-02-11 | 2 | -1/+12 |
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* | Added choice prompts | Kelly Rauchenberger | 2021-02-11 | 3 | -1/+17 |
| | | | | "A presses" are also no longer special values in the lines list, but are rather a field on the MessageLine object. | ||||
* | Dark green map2 tile should be solid | Kelly Rauchenberger | 2021-02-10 | 1 | -2/+2 |
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* | Player movement/input is halted during cutscenes | Kelly Rauchenberger | 2021-02-10 | 4 | -1/+14 |
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* | Player is no longer controllable during map transitions | Kelly Rauchenberger | 2021-02-10 | 1 | -2/+5 |
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* | loadMap requires a direction now, so party trails are set up correctly | Kelly Rauchenberger | 2021-02-10 | 1 | -3/+1 |
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* | Running is preserved across screen transitions | Kelly Rauchenberger | 2021-02-10 | 1 | -0/+13 |
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* | Direction is preserved across map transitions now | Kelly Rauchenberger | 2021-02-10 | 1 | -0/+28 |
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* | Fixed audio popping from speaking tones | Kelly Rauchenberger | 2021-02-10 | 5 | -0/+0 |
| | | | | The fix was done by adding a fade in and fade out to the sound files. | ||||
* | Added fade out around map change | Kelly Rauchenberger | 2021-02-10 | 5 | -9/+39 |
| | | | | Also moved script system first in the loop so that the camera can catch up before rendering. Also added a map change from map 2 back to map 1. | ||||
* | Map changing! | Kelly Rauchenberger | 2021-02-09 | 4 | -1/+727 |
| | | | | Also removed some dependencies on the Renderer. More changes need to be made. Fading to black before the change would be good. And making sure the characters are facing the right direction. Maybe that code shouldn't live in Game, either. Later we also want to combine the tilesets for these two maps (and any others that are on Tanetane). | ||||
* | Added trigger zones to the map | Kelly Rauchenberger | 2021-02-09 | 2 | -1/+12 |
| | | | | Walking into a trigger zone runs a script. | ||||
* | Maps can contain named points of interest called warps | Kelly Rauchenberger | 2021-02-09 | 1 | -1/+4 |
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* | Entity prototypes can be stored in the map file now | Kelly Rauchenberger | 2021-02-09 | 1 | -1/+14 |
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* | Added newlines that don't require A presses | Kelly Rauchenberger | 2021-02-09 | 1 | -1/+1 |
| | | | | \n in a text message just indicates a newline. \n\f is a newline with an A press. | ||||
* | Added "no problem here" | Kelly Rauchenberger | 2021-02-07 | 1 | -0/+5 |
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* | Added sound and animation changes to scripting | Kelly Rauchenberger | 2021-02-06 | 5 | -2/+35 |
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* | Added sprite interaction | Kelly Rauchenberger | 2021-02-06 | 1 | -1/+1 |
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* | Added Flint | Kelly Rauchenberger | 2021-02-06 | 3 | -0/+330 |
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* | Organised resources folder | Kelly Rauchenberger | 2021-02-05 | 32 | -8/+8 |
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* | Created script system | Kelly Rauchenberger | 2021-02-05 | 2 | -0/+27 |
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* | Added pageflip message sound | Kelly Rauchenberger | 2021-02-05 | 1 | -0/+0 |
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* | Added little bobbing "next message" arrow | Kelly Rauchenberger | 2021-02-05 | 1 | -0/+0 |
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* | Added speaker header | Kelly Rauchenberger | 2021-02-05 | 1 | -0/+0 |
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* | Added text boxes | Kelly Rauchenberger | 2021-02-04 | 7 | -0/+96 |
| | | | | | | Text now reveals itself and scrolls! Yay! It even plays speaker beeps. TODO: the arror indicating an A press is needed. Bullets on lines that need bullets. The header that says who the speaker is, if relevant. | ||||
* | Added running sfx (game does not play them yet though) | Kelly Rauchenberger | 2021-02-03 | 12 | -1/+531 |
| | | | | Tileset has also been annotated with running sounds | ||||
* | Added "bumping into something while running" sfx | Kelly Rauchenberger | 2021-02-02 | 1 | -0/+0 |
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* | Added collision with map tiles | Kelly Rauchenberger | 2021-02-02 | 1 | -10/+267 |
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* | Fixed Lucas and Kumatora's normal walk cycles | Kelly Rauchenberger | 2021-02-02 | 2 | -16/+16 |
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* | Using tmxlite instead of Tileson | Kelly Rauchenberger | 2021-02-02 | 3 | -53/+11 |
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* | Map rendering Works but I don't want to use Tileson so I'm gonna change that | Kelly Rauchenberger | 2021-02-02 | 1 | -0/+53 |
| | | | | Mainly bc Tileson requires std::filesystem, which my clang is too old for apparently, and while I can use gcc instead I just want to not, I suppose. Also Tileson's API is very weird RE const correctness? Idk. And also being able to parse the tmx files rather than exporting to json would be preferable. |