Commit message (Collapse) | Author | Age | Files | Lines | |
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* | Created MenuSystem | Star Rauchenberger | 2021-03-13 | 1 | -0/+2 |
| | | | | | | It currently has nothing in it. #7 | ||||
* | Made default sprite hitboxes slightly narrower | Star Rauchenberger | 2021-03-11 | 1 | -4/+4 |
| | | | | This includes the player characters. It was impossible to access the Time Passage mailbox with the wider hitbox because the player would continuously slide between the solid tiles to either side of it. | ||||
* | Added sliding around solid tiles | Kelly Rauchenberger | 2021-03-11 | 1 | -0/+1 |
| | | | | #3 | ||||
* | Fixed improperly calculated sprite hitboxes | Kelly Rauchenberger | 2021-03-11 | 1 | -4/+4 |
| | | | | | | Also made sprite hitboxes bigger. #15 | ||||
* | switch_claus starts talking when he gets ya | Kelly Rauchenberger | 2021-03-09 | 1 | -0/+3 |
| | | | | | | Kumatora, Duster, and Boney had to be given hitboxes, but they are not considered solid. #10 | ||||
* | Added connection between mirror map and hallucination_interior | Kelly Rauchenberger | 2021-03-07 | 1 | -2/+2 |
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* | Added MirrorSystem | Kelly Rauchenberger | 2021-03-05 | 1 | -0/+2 |
| | | | | This is really just for letting one sprite mirror another's movement and animation. I tried doing it in the BehaviourSystem, but you get stuttering if you do it earlier in the loop than the CharacterSystem, so I ended up having to make a new system just for this thing that will not happen very often. | ||||
* | Started writing the Mixolydia scene! | Kelly Rauchenberger | 2021-03-01 | 1 | -2/+2 |
| | | | | | | Looking pretty good so far. TODO: direction facing functions have inverted Y coordinate. confusion expression doesn't exist yet. rest of scene. | ||||
* | Added background music (defined on a per-map basis) | Kelly Rauchenberger | 2021-02-27 | 1 | -0/+4 |
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* | Removed sprite shadow while on a ladder | Kelly Rauchenberger | 2021-02-24 | 1 | -4/+4 |
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* | Re-dumped hallucination map/tileset | Kelly Rauchenberger | 2021-02-22 | 1 | -1/+1 |
| | | | | | | 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 variable movement speed | Kelly Rauchenberger | 2021-02-20 | 1 | -1/+1 |
| | | | | Ionia now moves at half Lucas's speed, which I think is good for NPCs. | ||||
* | Added a randomly wandering Ionia to the map | Kelly Rauchenberger | 2021-02-20 | 1 | -4/+10 |
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* | Made some sprites persist between map changes | Kelly Rauchenberger | 2021-02-17 | 1 | -2/+40 |
| | | | | | | 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 map fadeouts | Kelly Rauchenberger | 2021-02-14 | 1 | -0/+2 |
| | | | | Screen fadeouts and map fadeouts are now handled by the effect system. | ||||
* | Added lightning sprite to mailbox event | Kelly Rauchenberger | 2021-02-13 | 1 | -1/+1 |
| | | | | | | | | 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. | ||||
* | Scripts are organised per-map now | Kelly Rauchenberger | 2021-02-12 | 1 | -1/+1 |
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* | Player is no longer controllable during map transitions | Kelly Rauchenberger | 2021-02-10 | 1 | -0/+1 |
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* | loadMap requires a direction now, so party trails are set up correctly | Kelly Rauchenberger | 2021-02-10 | 1 | -1/+1 |
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* | Added fade out around map change | Kelly Rauchenberger | 2021-02-10 | 1 | -1/+1 |
| | | | | 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 | 1 | -42/+1 |
| | | | | 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 | 1 | -2/+9 |
| | | | | Walking into a trigger zone runs a script. | ||||
* | Maps can contain named points of interest called warps | Kelly Rauchenberger | 2021-02-09 | 1 | -1/+1 |
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* | Entity prototypes can be stored in the map file now | Kelly Rauchenberger | 2021-02-09 | 1 | -5/+7 |
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* | Added sound and animation changes to scripting | Kelly Rauchenberger | 2021-02-06 | 1 | -5/+5 |
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* | Added sprite interaction | Kelly Rauchenberger | 2021-02-06 | 1 | -0/+1 |
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* | Added collision with other sprites | Kelly Rauchenberger | 2021-02-06 | 1 | -0/+1 |
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* | Added Flint | Kelly Rauchenberger | 2021-02-06 | 1 | -0/+4 |
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* | Added collidable object cache | Kelly Rauchenberger | 2021-02-06 | 1 | -0/+1 |
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* | Organised resources folder | Kelly Rauchenberger | 2021-02-05 | 1 | -5/+5 |
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* | Created script system | Kelly Rauchenberger | 2021-02-05 | 1 | -0/+2 |
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* | Added text boxes | Kelly Rauchenberger | 2021-02-04 | 1 | -2/+1 |
| | | | | | | 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 cutscene bars (and resized game) | Kelly Rauchenberger | 2021-02-03 | 1 | -0/+2 |
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* | Main loop exit guard | Kelly Rauchenberger | 2021-02-03 | 1 | -5/+1 |
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* | Added input system | Kelly Rauchenberger | 2021-02-03 | 1 | -31/+12 |
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* | Converted Party into CharacterSystem | Kelly Rauchenberger | 2021-02-03 | 1 | -10/+8 |
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* | Added animation system | Kelly Rauchenberger | 2021-02-03 | 1 | -11/+13 |
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* | Added camera system | Kelly Rauchenberger | 2021-02-03 | 1 | -8/+14 |
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* | Pulled transform stuff into a system (starting to do ECS stuff) | Kelly Rauchenberger | 2021-02-03 | 1 | -1/+4 |
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* | Added "bumping into something while running" sfx | Kelly Rauchenberger | 2021-02-02 | 1 | -3/+5 |
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* | Fixed movement speed to be more like the game | Kelly Rauchenberger | 2021-02-02 | 1 | -1/+1 |
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* | Added moving camera | Kelly Rauchenberger | 2021-02-02 | 1 | -0/+6 |
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* | Using tmxlite instead of Tileson | Kelly Rauchenberger | 2021-02-02 | 1 | -1/+4 |
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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/+2 |
| | | | | 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. | ||||
* | Added Boney | Kelly Rauchenberger | 2021-01-31 | 1 | -0/+2 |
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* | Added Duster | Kelly Rauchenberger | 2021-01-31 | 1 | -2/+2 |
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* | Added Kumatora | Kelly Rauchenberger | 2021-01-31 | 1 | -4/+4 |
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* | Made use of new sprite sheet data! | Kelly Rauchenberger | 2021-01-31 | 1 | -0/+2 |
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* | Added crouching/running | Kelly Rauchenberger | 2021-01-30 | 1 | -0/+4 |
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* | ESC quits the game now | Kelly Rauchenberger | 2021-01-30 | 1 | -1/+1 |
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