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* Claus vanishes into a puff of smoke when smacked by MixolydiaKelly Rauchenberger2021-03-024-1/+40
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* Added confused expressionKelly Rauchenberger2021-03-023-2/+4
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* Added smacking to the Mixolydia sceneKelly Rauchenberger2021-03-024-3/+70
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* Added door opening sfxKelly Rauchenberger2021-03-023-0/+2
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* Started writing the Mixolydia scene!Kelly Rauchenberger2021-03-015-1/+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 fourKelly Rauchenberger2021-03-014-4/+36
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* Added (human) Mixolydia spriteKelly Rauchenberger2021-03-015-1/+93
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* Simplified "animation" map sprite parameterKelly Rauchenberger2021-02-285-7/+7
| | | | The filenames for these are fairly regular, and we're gonna want to abstract it away further later on anyway.
* Added (human) OchoKelly Rauchenberger2021-02-285-1/+97
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* Added music for Mixolydia's houseKelly Rauchenberger2021-02-282-0/+3
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* Added inside of Mixolydia's houseKelly Rauchenberger2021-02-287-2/+479
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* Added pink shell door opening (and fixed the sprite)Kelly Rauchenberger2021-02-283-1/+13
| | | | Door doesn't go anywhere yet though.
* Added door entryway to time passage antechamberKelly Rauchenberger2021-02-288-5/+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 scriptsKelly Rauchenberger2021-02-281-3/+3
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* Added time passage mailbox eventKelly Rauchenberger2021-02-283-8/+80
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* Added time passage roomsKelly Rauchenberger2021-02-277-0/+622
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* Added A* pathfindingKelly Rauchenberger2021-02-273-1/+79
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* Added underwater music and fixed music not changing bugKelly Rauchenberger2021-02-273-1/+4
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* Added background music (defined on a per-map basis)Kelly Rauchenberger2021-02-276-1/+19
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* Exposed loadMapScripts to scripting engineKelly Rauchenberger2021-02-262-3/+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 Rauchenberger2021-02-263-0/+11
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* Added sprite bobbing (for Lucas underwater)Kelly Rauchenberger2021-02-263-0/+17
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* Disabled crouching/running in the underwater mapKelly Rauchenberger2021-02-263-0/+22
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* Added first underwater mapKelly Rauchenberger2021-02-267-20/+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 spriteKelly Rauchenberger2021-02-253-0/+32
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* Lucas wades into hot spring alone when Ionia is thereKelly Rauchenberger2021-02-252-11/+26
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* Ionia randomly appears in the waterKelly Rauchenberger2021-02-251-1/+6
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* Fixed animations changing wrong at the start of submerge cutsceneKelly Rauchenberger2021-02-251-2/+1
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* Tweaked underwater textKelly Rauchenberger2021-02-251-2/+2
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* Started working on scene with Lucas going underwaterKelly Rauchenberger2021-02-255-1/+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 scriptsKelly Rauchenberger2021-02-241-0/+4
| | | | Map scripts also now actually run in their own lua thread.
* Ionia is in the water!Kelly Rauchenberger2021-02-241-1/+12
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* Added Ionia water animationKelly Rauchenberger2021-02-243-2/+27
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* Added animation for being in a hot springKelly Rauchenberger2021-02-2413-8/+177
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* Fixed Boney's climbing animationKelly Rauchenberger2021-02-241-2/+2
| | | | It is weird.
* Added running sound for vine laddersKelly Rauchenberger2021-02-242-0/+6
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* Fixed Duster's climbing animationKelly Rauchenberger2021-02-241-2/+2
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* Fixed Kumatora's climbing animationKelly Rauchenberger2021-02-241-2/+2
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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 Rauchenberger2021-02-244-26/+26
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* Removed manual animation stuffKelly Rauchenberger2021-02-244-8/+8
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* Started working on laddersKelly Rauchenberger2021-02-245-4/+42
| | | | | | | | | | | 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 a clipping mode (for testing!)Kelly Rauchenberger2021-02-231-0/+16
| | | | This allows walking through solid objects. It can be enabled and disabled using StartClipping() and StopClipping() in the debug console. It should not be used in any actual scripts.
* Added connection between hallucination_cliff and hallucination_hot_springKelly Rauchenberger2021-02-234-2/+29
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* Generalized upper/lower layer map renderingKelly Rauchenberger2021-02-226-140/+580
| | | | | | Map layers can have a flag on them that specifies that they should be rendered as part of the upper set (rendered above the normal sprite layer but below the above sprite layer). Also added map connections between hallucination_interior and hallucination_cliff. And named the layers in the map files bc why not.
* Adjusted which tiles are solid on the hallucination tilesetKelly Rauchenberger2021-02-221-2/+22
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* Tweaked Ionia's one line of speechKelly Rauchenberger2021-02-221-1/+1
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* Re-dumped hallucination map/tilesetKelly Rauchenberger2021-02-2212-1620/+1756
| | | | | | The hallucination cliff area and the hot spring map have also been dumped now, but they have not been tested and likely need work because they use a third layer, which is not yet supported. However these all share a tileset now, yay! I added collision and run sounds back to the tiles and hopefully it matches up with what it was before. Also the maps have nicer names now. i.e. big change with no noticeable effects
* Added frozen animation for cutscenesKelly Rauchenberger2021-02-217-6/+73
| | | | | | 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 sprite pausingKelly Rauchenberger2021-02-213-0/+27
| | | | | | All sprites are now paused when a cutscene starts and unpaused when it ends. Pausing means that the CharacterSystem and BehaviourSystem will not process them in their tick. This allows specific sprites to be unpaused during cutscenes if movement is needed. The player character is halted and made non-controllable by the script when the cutscene starts and made controllable again when it ends. It is important to remember that if interacting with a sprite that might be moving, you have to manually call Halt() on them in their script to make them stop moving.