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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.
* Added variable movement speedKelly Rauchenberger2021-02-201-0/+1
| | | | Ionia now moves at half Lucas's speed, which I think is good for NPCs.
* Added enclosure zonesKelly Rauchenberger2021-02-201-1/+3
| | | | A sprite with an enclosure zone will collide with it if it attempts to leave the area defined by the zone. This is used to make sure that wandering sprites don't end up in weird places.
* Added a randomly wandering Ionia to the mapKelly Rauchenberger2021-02-201-1/+16
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* Added Duster idle animationKelly Rauchenberger2021-02-201-5/+5
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* Added Kumatora idle animationKelly Rauchenberger2021-02-201-8/+8
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* Added Boney idle animationKelly Rauchenberger2021-02-201-8/+8
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* Added Lucas blinking idle animationKelly Rauchenberger2021-02-201-5/+5
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* Added IoniaKelly Rauchenberger2021-02-203-0/+164
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* Added documentation to the message-related script functionsKelly Rauchenberger2021-02-181-0/+23
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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.