Commit message (Collapse) | Author | Age | Files | Lines | ||
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* | Added Wess sprite | Kelly Rauchenberger | 2021-03-06 | 3 | -0/+340 | |
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* | Made the mirror room! | Kelly Rauchenberger | 2021-03-06 | 7 | -0/+232 | |
| | | | | 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 | 8 | -2/+58 | |
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* | Implemented circle transition effect (for exit area) | Kelly Rauchenberger | 2021-03-05 | 1 | -0/+0 | |
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* | 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 | 6 | -1/+119 | |
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* | Added Claus collapsed (left) sprite | Kelly Rauchenberger | 2021-03-04 | 3 | -3/+4 | |
| | | | | again, edited from Lucas by hand | |||||
* | Added a Claus climbing animation | Kelly Rauchenberger | 2021-03-04 | 3 | -10/+13 | |
| | | | | These sprites are hand-edited from Lucas's sprites. | |||||
* | Set default collision bounds for map sprites | Kelly Rauchenberger | 2021-03-03 | 5 | -32/+0 | |
| | | | | Since it's always the same ones anyway, might as well set defaults and allow them to be overridden. | |||||
* | Claus vanishes into a puff of smoke when smacked by Mixolydia | Kelly Rauchenberger | 2021-03-02 | 4 | -1/+40 | |
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* | Added confused expression | Kelly Rauchenberger | 2021-03-02 | 3 | -2/+4 | |
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* | Added smacking to the Mixolydia scene | Kelly Rauchenberger | 2021-03-02 | 4 | -3/+70 | |
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* | Added door opening sfx | Kelly Rauchenberger | 2021-03-02 | 3 | -0/+2 | |
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* | Started writing the Mixolydia scene! | Kelly Rauchenberger | 2021-03-01 | 5 | -1/+228 | |
| | | | | | | Looking pretty good so far. TODO: direction facing functions have inverted Y coordinate. confusion expression doesn't exist yet. rest of scene. | |||||
* | Added (still) tired animations for the main four | Kelly Rauchenberger | 2021-03-01 | 4 | -4/+36 | |
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* | Added (human) Mixolydia sprite | Kelly Rauchenberger | 2021-03-01 | 5 | -1/+93 | |
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* | Simplified "animation" map sprite parameter | Kelly Rauchenberger | 2021-02-28 | 5 | -7/+7 | |
| | | | | The filenames for these are fairly regular, and we're gonna want to abstract it away further later on anyway. | |||||
* | Added (human) Ocho | Kelly Rauchenberger | 2021-02-28 | 5 | -1/+97 | |
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* | Added music for Mixolydia's house | Kelly Rauchenberger | 2021-02-28 | 2 | -0/+3 | |
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* | Added inside of Mixolydia's house | Kelly Rauchenberger | 2021-02-28 | 7 | -2/+479 | |
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* | Added pink shell door opening (and fixed the sprite) | Kelly Rauchenberger | 2021-02-28 | 3 | -1/+13 | |
| | | | | Door doesn't go anywhere yet though. | |||||
* | Added door entryway to time passage antechamber | Kelly Rauchenberger | 2021-02-28 | 8 | -5/+57 | |
| | | | | 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 | |
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* | Added time passage mailbox event | Kelly Rauchenberger | 2021-02-28 | 3 | -8/+80 | |
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* | Added time passage rooms | Kelly Rauchenberger | 2021-02-27 | 7 | -0/+622 | |
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* | Added A* pathfinding | Kelly Rauchenberger | 2021-02-27 | 3 | -1/+79 | |
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* | Added underwater music and fixed music not changing bug | Kelly Rauchenberger | 2021-02-27 | 3 | -1/+4 | |
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* | Added background music (defined on a per-map basis) | Kelly Rauchenberger | 2021-02-27 | 6 | -1/+19 | |
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* | Exposed loadMapScripts to scripting engine | Kelly Rauchenberger | 2021-02-26 | 2 | -3/+8 | |
| | | | | This allows common functions to be stored in not per-map script files. Which is useful for code that we're going to want in a lot of places -- i.e. how every underwater map is going to have a copy of the same exit area function. | |||||
* | Added animation slowdown effect (for Lucas underwater) | Kelly Rauchenberger | 2021-02-26 | 3 | -0/+11 | |
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* | Added sprite bobbing (for Lucas underwater) | Kelly Rauchenberger | 2021-02-26 | 3 | -0/+17 | |
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* | Disabled crouching/running in the underwater map | Kelly Rauchenberger | 2021-02-26 | 3 | -0/+22 | |
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* | Added first underwater map | Kelly Rauchenberger | 2021-02-26 | 7 | -20/+1371 | |
| | | | | Also spruced up the event that takes you there. Also fixed an issue where transplantParty wouldn't take the medium of the new position into consideration. Also added a constructor to the lua version of vec2i. | |||||
* | Added fish sprite | Kelly Rauchenberger | 2021-02-25 | 3 | -0/+32 | |
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* | Lucas wades into hot spring alone when Ionia is there | Kelly Rauchenberger | 2021-02-25 | 2 | -11/+26 | |
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* | Ionia randomly appears in the water | Kelly Rauchenberger | 2021-02-25 | 1 | -1/+6 | |
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* | Fixed animations changing wrong at the start of submerge cutscene | Kelly Rauchenberger | 2021-02-25 | 1 | -2/+1 | |
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* | Tweaked underwater text | Kelly Rauchenberger | 2021-02-25 | 1 | -2/+2 | |
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* | Started working on scene with Lucas going underwater | Kelly Rauchenberger | 2021-02-25 | 5 | -1/+82 | |
| | | | | 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 map init scripts | Kelly Rauchenberger | 2021-02-24 | 1 | -0/+4 | |
| | | | | Map scripts also now actually run in their own lua thread. | |||||
* | Ionia is in the water! | Kelly Rauchenberger | 2021-02-24 | 1 | -1/+12 | |
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* | Added Ionia water animation | Kelly Rauchenberger | 2021-02-24 | 3 | -2/+27 | |
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* | Added animation for being in a hot spring | Kelly Rauchenberger | 2021-02-24 | 13 | -8/+177 | |
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* | Fixed Boney's climbing animation | Kelly Rauchenberger | 2021-02-24 | 1 | -2/+2 | |
| | | | | It is weird. | |||||
* | Added running sound for vine ladders | Kelly Rauchenberger | 2021-02-24 | 2 | -0/+6 | |
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* | Fixed Duster's climbing animation | Kelly Rauchenberger | 2021-02-24 | 1 | -2/+2 | |
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* | Fixed Kumatora's climbing animation | Kelly Rauchenberger | 2021-02-24 | 1 | -2/+2 | |
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* | Added variable animation frame rates | Kelly Rauchenberger | 2021-02-24 | 1 | -2/+2 | |
| | | | | Lucas's climbing animation now accurately uses 60fps and looks correct finally! | |||||
* | Added shorthand for repeated frames in animations | Kelly Rauchenberger | 2021-02-24 | 4 | -26/+26 | |
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