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* Started adding event where Claus joins the partyKelly Rauchenberger2021-02-185-1/+138
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* Made some sprites persist between map changesKelly Rauchenberger2021-02-171-9/+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 Rauchenberger2021-02-175-0/+53
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* Added scriptable camera panningKelly Rauchenberger2021-02-162-1/+41
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* Added Kumatora talking animationKelly Rauchenberger2021-02-152-2/+10
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* Wrote some dialogue for the Doria eventKelly Rauchenberger2021-02-151-4/+26
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* Added heart glyph and gamestate script objectKelly Rauchenberger2021-02-155-3/+16
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* Added DoriaKelly Rauchenberger2021-02-155-1/+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 eventKelly Rauchenberger2021-02-152-0/+19
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* Added map fadeoutsKelly Rauchenberger2021-02-142-11/+24
| | | | Screen fadeouts and map fadeouts are now handled by the effect system.
* Added sfx to electrocution eventKelly Rauchenberger2021-02-135-1/+11
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* Added lightning sprite to mailbox eventKelly Rauchenberger2021-02-137-3/+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 animationsKelly Rauchenberger2021-02-134-2/+36
| | | | Lucas can get electrocuted now.
* Added sprite shadowsKelly Rauchenberger2021-02-132-0/+1
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* Got correct sprites for message arrowsKelly Rauchenberger2021-02-122-0/+0
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* Added sfx for selecting message choicesKelly Rauchenberger2021-02-122-0/+0
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* Added tile-sized invisible spritesKelly Rauchenberger2021-02-122-2/+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 nowKelly Rauchenberger2021-02-128-16/+24
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* Added message bulletsKelly Rauchenberger2021-02-123-5/+5
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* Flint uses talking animation in script0001 nowKelly Rauchenberger2021-02-112-1/+12
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* Added choice promptsKelly Rauchenberger2021-02-113-1/+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 solidKelly Rauchenberger2021-02-101-2/+2
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* Player movement/input is halted during cutscenesKelly Rauchenberger2021-02-104-1/+14
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* Player is no longer controllable during map transitionsKelly Rauchenberger2021-02-101-2/+5
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* loadMap requires a direction now, so party trails are set up correctlyKelly Rauchenberger2021-02-101-3/+1
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* Running is preserved across screen transitionsKelly Rauchenberger2021-02-101-0/+13
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* Direction is preserved across map transitions nowKelly Rauchenberger2021-02-101-0/+28
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* Fixed audio popping from speaking tonesKelly Rauchenberger2021-02-105-0/+0
| | | | The fix was done by adding a fade in and fade out to the sound files.
* Added fade out around map changeKelly Rauchenberger2021-02-105-9/+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 Rauchenberger2021-02-094-1/+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 mapKelly Rauchenberger2021-02-092-1/+12
| | | | Walking into a trigger zone runs a script.
* Maps can contain named points of interest called warpsKelly Rauchenberger2021-02-091-1/+4
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* Entity prototypes can be stored in the map file nowKelly Rauchenberger2021-02-091-1/+14
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* Added newlines that don't require A pressesKelly Rauchenberger2021-02-091-1/+1
| | | | \n in a text message just indicates a newline. \n\f is a newline with an A press.
* Added "no problem here"Kelly Rauchenberger2021-02-071-0/+5
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* Added sound and animation changes to scriptingKelly Rauchenberger2021-02-065-2/+35
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* Added sprite interactionKelly Rauchenberger2021-02-061-1/+1
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* Added FlintKelly Rauchenberger2021-02-063-0/+330
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* Organised resources folderKelly Rauchenberger2021-02-0532-8/+8
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* Created script systemKelly Rauchenberger2021-02-052-0/+27
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* Added pageflip message soundKelly Rauchenberger2021-02-051-0/+0
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* Added little bobbing "next message" arrowKelly Rauchenberger2021-02-051-0/+0
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* Added speaker headerKelly Rauchenberger2021-02-051-0/+0
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* Added text boxesKelly Rauchenberger2021-02-047-0/+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 Rauchenberger2021-02-0312-1/+531
| | | | Tileset has also been annotated with running sounds
* Added "bumping into something while running" sfxKelly Rauchenberger2021-02-021-0/+0
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* Added collision with map tilesKelly Rauchenberger2021-02-021-10/+267
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* Fixed Lucas and Kumatora's normal walk cyclesKelly Rauchenberger2021-02-022-16/+16
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* Using tmxlite instead of TilesonKelly Rauchenberger2021-02-023-53/+11
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* Map rendering Works but I don't want to use Tileson so I'm gonna change thatKelly Rauchenberger2021-02-021-0/+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.